Items: B (Part 4 of 5)

60 items, from Book of Warding Prayers to Brilliant.

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Part: 1 2 3 4 5

Book of Warding Prayers · Bookthief Brew · Boom Snare · Boomerang · Boots of Bounding · Boots of Bounding · Boots Of Dancing · Boots of Elvenkind · Boots of Elvenkind · Boots of Speed · Bootstrap Respirator · Boozy Bottle · Boreal Staff · Boreal Staff · Bottled Air · Bottled Lightning · Bottled Omen · Bottled Roc · Bottled Screams · Bottled Sunlight · Bottomless Purse · Bottomless Stein · Boulder Seed · Boulder Seed · Boulderhead Bock · Bound Guardian · Bountiful Cauldron · Bow Staff · Bower Fruit · Bracelet of Dashing · Bracelet of Dashing · Bracers of Armor · Bracers of Armor (Type I) · Bracers of Armor (Type II) · Bracers of Armor (Type III) · Bracers of Devotion · Bracers of Missile Deflection · Bracers of Missile Deflection · Bralani Breath · Bralani Breath · Brass Ear · Bravery Baldric · Bravo's Brew · Breaching Pike · Breastplate · Breastplate of Command · Breastplate of Command · Breastplate of the Mountain · Breath Blaster · Breath Blaster · Breathtaking Vapor · Breech Ejectors · Breizoneik's Flawless Scale · Bresiadid's Gloves · Brewer's Regret · Brewer's Regret · Brightbloom Posy · Brightshade · Brilliant · Brilliant

Book of Warding Prayers

Item 8

divine grimoire transmutation 

Price 425 gp

Bulk L

Category Grimoire

Script in a language of the Outer Planes adorns this book's spine, and a deity's symbol is etched on its cover. Books of warding prayers are each devoted to a particular deity and are also a religious symbol of that deity.

Activate [F] envision; Frequency once per day; Trigger Your last action was to cast a prepared divine spell granted by your deity; Effect Choose chaotic, evil, good, or lawful; you can't choose a type that's part of your deity's alignment. You and all allies within 30 feet are suffused with your deity's protection, gaining resistance 10 to damage of that type for 1 minute.

Treasure Vault, page 111.

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Bookthief Brew

Item 1

uncommon alchemical consumable 

Price 3 gp

Usage held in 1 hand; Bulk L

Category Consumable

This concoction mixes into a thick, paste-like substance when shaken. When exposed to air, the substance dries after one minute. If poured over a book, scroll, or other material featuring words written in ink, the brew will make an exact copy of the words it is in contact with while it dries, though it doesn't contain any magical effect or other special properties of the original words. Once dried, you can remove the dried substance as an Interact action. A single vial of bookthief brew can coat two pages from a book, a single scroll, or a similar amount of area for other surfaces, producing a dried sheet as thick as a piece of paper. Unfortunately, the sheet's copy is flipped, requiring a mirror to properly read.

LOPSG, page 31.

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Boom Snare

Item 4

uncommon consumable mechanical snare trap 

Price 18 gp

Category Snare

By combining a lesser alchemist's fire, a lesser thunderstone, and other catalysts with a pressure sensitive trigger, you create a snare that creates a fiery and thunderous explosion when triggered. The target and all creatures in adjacent squares take 2d6 fire damage and 2d6 sonic damage with a basic DC 19 Reflex save. On a failure, they are deafened for 1d4 rounds and take 1d4 persistent fire damage.

Craft Requirements Supply a lesser alchemist's fire and a lesser thunderstone.

PFUM.

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Boomerang

Item

uncommon recovery thrown 

Price 2 sp

Bulk L

Damage 1d6 bludgeoning

Range 60 ft.

Hands 1

Category Martial Ranged Weapon; Group Club

The boomerang is a carved piece of wood designed to curve as it flies through the air, returning to the wielder after a successful throw.

Treasure Vault, page 30.

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Boots of Bounding

Item 7+

invested magical transmutation 

Usage worn shoes; Bulk L

Category Worn Item

The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5-foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.

Type boots of bounding; Level 7; Price 340 gp

Type greater boots of bounding; Level 14; Price 4,250 gp

The bonus to Speed is +10 feet, and the bonus to High Jump and Long Jump is +3.

Core Rulebook, page 606.

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Boots of Bounding

Item 7

invested magical transmutation 

Price 340 gp

Usage worn shoes; Bulk L

Category Worn Item

The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5-foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.

Main Item: Boots of Bounding

Core Rulebook, page 606.

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Boots Of Dancing

Item 11

rare cursed enchantment invested magical 

Usage worn shoes; Bulk L

Category Worn Item

These boots act as greater boots of elvenkind, but they react wildly to strong physical exertion. While you wear the boots, the curse activates whenever you attempt an Athletics check or Stride more than once in a single round during an encounter.

The boots cast an 8th-level uncontrollable dance spell on you,

Gamemastery Guide, page 90.

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Boots of Elvenkind

Item 5+

invested magical transmutation 

Usage worn shoes; Bulk L

Category Worn Item

These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to Acrobatics checks.

Activate [F] envision; Frequency once per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. If you're wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn.

Type boots of elvenkind; Level 5; Price 145 gp

Type greater boots of elvenkind; Level 11; Price 1,250 gp

The boots grant a +2 bonus. If you're also wearing a cloak of elvenkind, greater boots of elvenkind constantly grant the effects of pass without trace (DC 30) in forest environments.

Core Rulebook, page 606.

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Boots of Elvenkind

Item 5

invested magical transmutation 

Price 145 gp

Usage worn shoes; Bulk L

Category Worn Item

These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to Acrobatics checks.

Activate [F] envision; Frequency once per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. If you're wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn.
Main Item: Boots of Elvenkind

Core Rulebook, page 606.

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Boots of Speed

Item 13

invested magical transmutation 

Price 3,000 gp

Usage worn shoes; Bulk L

Category Worn Item

These sleek red boots make your legs feel like they're bursting with energy. You gain a +5-foot item bonus to your land Speed and to any climb or swim Speeds you have.

Activate [>] Interact; Frequency once per day; Effect You click the heels of the boots together and gain the quickened condition for 1 minute. You can use the extra action to Stride, Climb, or Swim. (You must still attempt an Athletics check for the Climb and Swim actions unless you have the appropriate movement type.)

Core Rulebook, page 606.

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Bootstrap Respirator

Item 8

uncommon mechanical 

Price 450 gp

Usage worn; Bulk L

Category Worn Item

The city of Thoumoul is notorious for its noxious air and water. While some inhabitants tolerate the haze, most wear bootstrap respirators to filter out as many of the pollutants as possible. Designed by dwarf smiths operating the Gas Forges, the flexible face mask of a bootstrap respirator fits snugly over your mouth and nose, fastened by two adjustable leather straps. A manual pump inserted into your footwear or under the arm circulates air through tubes and over filters fitted into the front of the mask. While wearing a bootstrap respirator, you gain a +1 item bonus to any saves that require you to smell or taste, such as inhaled poisons and airborne diseases.

Treasure Vault, page 107.

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Boozy Bottle

Item 5

abjuration invested magical tattoo 

Price 140 gp

Usage tattooed on the body; Bulk —

Category Tattoo

This tattoo depicts a container of alcohol, traditionally a small, uncorked brown bottle. You gain a +1 item bonus to saving throws against poison.

Activate [R] command; Frequency once per day; Trigger You fail (but don't critically fail) an initial saving throw against a poison, or you gain persistent poison damage; Effect You pick your poison. Calling out the name of a drink as though ordering at a bar, you negate the triggering poison. Instead, you gain the alcohol affliction (Gamemastery Guide 120) at stage 2. The DC of this magical alcohol is the DC of the triggering poison save or DC 20 for persistent poison damage.

Treasure Vault, page 119.

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Boreal Staff

Item 8+

evocation magical staff 

Usage held in 1 hand; Bulk 1

Category Staff

A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff.

Activate [>] command; Frequency once per 10 minutes; Effect Attempt a Strike using the staff. That Strike deals 2d4 additional cold damage.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Type boreal staff; Level 8; Price 500 gp

Type greater boreal staff; Level 12; Price 2,750 gp

When used as a weapon, this is a +2 striking frost staff.

Type major boreal staff; Level 17; Price 13,500 gp

When used as a weapon, this is a +3 greater striking frost staff. The additional cold damage from the activation ignores cold resistance.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Treasure Vault, page 131.

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Boreal Staff

Item 8

evocation magical staff 

Price 500 gp

Usage held in 1 hand; Bulk 1

Category Staff

A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff.

Activate [>] command; Frequency once per 10 minutes; Effect Attempt a Strike using the staff. That Strike deals 2d4 additional cold damage.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Boreal Staff

Treasure Vault, page 131.

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Bottled Air

Item 7

air conjuration magical 

Price 320 gp

Usage held in 1 hand; Bulk L

Category Held

Appearing to be an ordinary corked glass bottle, this item contains a limitless supply of fresh air. You must uncork the bottle with an Interact action before you can activate it.

Activate [>] Interact; Effect You draw a breath of air from the bottle. This allows you to breathe even in an airless or toxic environment. Air doesn't escape the mouth of the bottle, so leaving the open bottle in an airless environment doesn't change the environment.

Core Rulebook, page 572.

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Bottled Lightning

Item 1+

alchemical bomb consumable electricity splash 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes flat-footed until the start of your next turn. Many types grant an item bonus to attack rolls.

Type lesser; Level 1; Price 3 gp

It deals 1d6 electricity damage and 1 electricity splash damage.

Type moderate; Level 3; Price 10 gp

You gain a +1 item bonus to attack rolls. The bomb deals 2d6 electricity damage and 2 electricity splash damage.

Type greater; Level 11; Price 250 gp

You gain a +2 item bonus to attack rolls. The bomb deals 3d6 electricity damage and 3 electricity splash damage.

Type major; Level 17; Price 2,500 gp

You gain a +3 item bonus to attack rolls. The bomb deals 4d6 electricity damage and 4 electricity splash damage.

Core Rulebook, page 545.

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Bottled Omen

Item 4

rare consumable divination fortune magical potion 

Price 20 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This potion holds a tiny, tightly wrapped scroll and tastes like paper. Upon drinking it, you gain a burst of insight into your immediate future—and how to potentially avoid it. When you attempt a saving throw, you can roll twice and use the better result. The potion's magic ends when you make use of this effect, or after 1 minute. You then become immune to bottled omen potions for 24 hours.

Gatewalkers #1: The Seventh Arch.

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Bottled Roc

Item 9

alchemical consumable expandable 

Price 140 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact

Category Consumable

This bottle contains a shrunken bird preserved with its feathers intact. When opened, the contents reconstitute into a Gargantuan effigy of a great roc, which can appear in the air instead of on the ground. The roc Grabs up to two creatures, then Flies up to 90 feet and Releases the creatures. The creatures must be within 15 feet of the roc for it to Grab them; if any of them are unwilling to be grabbed, the roc must Grapple them with a +17 Athletics modifier or fail to pick them up.

Craft Requirements Supply the corpse of a roc (Bestiary 281).

Treasure Vault, page 56.

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Bottled Screams

Item 10

uncommon catalyst consumable magical 

Price 200 gp

Usage held in one hand; Bulk L

Activate [>] envision

Category Consumable

The vengeful wails of a revenant, barely contained in this rattling jar, infuse your magic with all of their spite and malice. If a target fails its saving throw against your seal fate (Advanced Player's Guide 224) spell after you've added this catalyst, it takes 1d6 persistent damage of the type chosen for the spell (2d6 if it critically fails).

LOIL, page 177.

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Bottled Sunlight

Item 2+

alchemical bomb consumable fire light positive splash 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Bomb

This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet). During this hour, it can be thrown like a bomb. This requires a single action to Activate with a Strike, like other bombs, and deals the damage below. If it's not thrown within an hour of the first activation, it defuses harmlessly and is consumed.

Type lesser; Level 2; Price 7 gp

The bomb deals 1d4 positive damage and 1 positive splash damage, as well as 1d4 additional fire damage. As normal, positive damage harms only undead and other creatures with negative healing. Undead with a particular vulnerability to sunlight (such as vampires or wraiths) take the maximum amount of positive damage from bottled sunlight (4 instead of 1d4). For any ability that depends on the number of weapon dice bottled sunlight has, count only the positive damage dice.

Type moderate; Level 4; Price 20 gp

The bomb deals 2d4 positive damage, 2 positive splash damage, and 2d4 additional fire damage.

Type greater; Level 12; Price 360 gp

The bomb deals 3d4 positive damage, 3 positive splash damage, and 3d4 additional fire damage.

Type major; Level 18; Price 4,500 gp

The bomb deals 4d4 positive damage, 4 positive splash damage, and 4d4 additional fire damage.

Book of the Dead, page 18.

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Bottomless Purse

Item 8

rare contract invested magical 

Category Contract

With a handshake, you traded future wealth for a bottomless purse of gems and other valuables. Using the purse, you can always sell items for their normal sell value during downtime, even if you aren't anywhere near a settlement. You just put them into the purse, and within a day, the proper sale price appears in coins and gems. Once per day, from any distance, the entity that holds your bargained contract automatically sells a common consumable item in your possession, giving you back only half the normal amount for a sold item.

Activate [>>] envision, command; Frequency once per day; Effect You deposit up to 30 gp of gems and coins in a separate pouch of the bottomless purse while thinking of a common consumable item costing that amount of money.

You then upend the pouch. The item you envisioned comes tumbling out into your hand.

Dark Archive, page 164.

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Bottomless Stein

Item 2

uncommon conjuration magical 

Access follower of Grarus

Price 25 gp

Usage held in 1 hand; Bulk L

Category Held

A magic item regarded as holy by followers of Grarus, this ornate metallic stein is always filled to the brim with delicious ale, no matter how much is drunk or spilled. If it is emptied (such as by being gulped quickly or upended onto the floor), the bottomless stein will fill again within 1 round as long as it is right side up, though it's impossible to transfer the ale to another container to sell it or store it for later. The exact type of ale with which the stein is filled is determined at the item's creation, and cannot be changed thereafter.

LOGM, page 121.

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Boulder Seed

Item 12+

alchemical bomb consumable splash 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A boulder seed grants an item bonus to attack rolls and deals bludgeoning damage and bludgeoning splash damage, according to the bomb's type. When activated, the bomb fills a 5-foot cube with hardened foam, which has stats according to the bomb's type and which pushes a primary target of a certain size or smaller occupying that space 5 feet away from you. On a critical hit, the target also falls prone. The splash zone fills with rubble, creating difficult terrain. The "boulder" the bomb creates fails all saving throws and loses 1 Hardness per round, disintegrating into fine powder when the boulder's Hardness is reduced to 0. At that time, the difficult terrain the bomb created also disappears.

Type boulder seed; Level 12; Price 360 gp

You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 bludgeoning damage plus 3 bludgeoning splash damage. It creates a boulder as hard as wood (Hardness 5, HP 20) that pushes Medium or smaller targets.

Type greater boulder seed; Level 18; Price 3,600 gp

You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 bludgeoning damage plus 4 bludgeoning splash damage. It creates a boulder as hard as stone (Hardness 10, HP 40) that pushes Large or smaller targets.

Treasure Vault, page 44.

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Boulder Seed

Item 12

alchemical bomb consumable splash 

Price 360 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A boulder seed grants an item bonus to attack rolls and deals bludgeoning damage and bludgeoning splash damage, according to the bomb's type. When activated, the bomb fills a 5-foot cube with hardened foam, which has stats according to the bomb's type and which pushes a primary target of a certain size or smaller occupying that space 5 feet away from you. On a critical hit, the target also falls prone. The splash zone fills with rubble, creating difficult terrain. The "boulder" the bomb creates fails all saving throws and loses 1 Hardness per round, disintegrating into fine powder when the boulder's Hardness is reduced to 0. At that time, the difficult terrain the bomb created also disappears.

You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 bludgeoning damage plus 3 bludgeoning splash damage. It creates a boulder as hard as wood (Hardness 5, HP 20) that pushes Medium or smaller targets.

Main Item: Boulder Seed

Treasure Vault, page 44.

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Boulderhead Bock

Item 2

uncommon alchemical consumable elixir 

Price 5 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

No one is sure if Gorm brews this malty ale himself, but it seems to be an off-duty favorite of the Grand Archive faction leader. The brew packs a heavy punch, and while Gorm officially discourages drinking on the job, boulderhead bock does makes the drinker more self-assured and protects them from conditions that would addle their mental faculties. For 1 hour, you gain a +1 item bonus to saving throws against effects that would make you stunned or stupefied. However, you also become less aware of your surroundings, taking a –2 item penalty to Perception for 1 hour.

LOPSG, page 30.

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Bound Guardian

Item 9

uncommon conjuration invested magical tattoo 

Price 675 gp

Usage tattooed on the body; Bulk —

Category Tattoo

A bound guardian is a tattoo guardian (Bestiary 3 262) bonded to your skin, which you can temporarily animate to protect you. If your soul leaves your body, your tattoo guardian might be destroyed (see the sidebar, Bestiary 3 262).

Activate [>>>] command, envision, Interact (conjuration); Frequency once per day; Effect You animate your tattoo guardian, otherwise using the duration and other parameters of a 4th-level summon construct spell. You can have the guardian Fly Free as part of Activating your tattoo.

If your tattoo guardian drops to 0 HP, the activation ends, and the inanimate tattoo returns to your skin.

Treasure Vault, page 120.

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Bountiful Cauldron

Item 9

uncommon conjuration magical 

Price 680 gp

Bulk 2

Category Other

This mid-sized, silver cauldron is a boon within areas where access to fresh food is limited, for it can be commanded to fill itself with hearty (and delicious) vegetable stew. It can also be put to a much greater use in the pursuit of crafting certain items.

When used to Craft alchemical items, potions, or oils, a bountiful cauldron grants a +2 item bonus to the Crafting check.

Activate [>>>] command, Interact; Frequency once per day; Effect You stir the cauldron, and it casts a 4th-level create food spell, filling itself with enough delicious vegetable stew to feed 12 Medium creatures.

Age of Ashes #3: Tomorrow Must Burn, page 71.

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Bow Staff

Item 1

combination 

Price 4 gp

Bulk 1

Ranged

Traits deadly d8, monk

Damage 1d6 piercing

Ammunition arrow; Range 80 ft.; Reload 0

Hands 1+

Group Bow

Melee

Traits finesse, monk, parry, sweep

Damage 1d6 bludgeoning

Hands 2

Group Club

Category Martial Ranged Weapon

The bow staff is a whipstaff with a retracting spool of wire inside a metal cap on one end and a hooked protrusion on the other. A wielder trained in the weapon's use can quickly spool and attach or detach the wire to transition the weapon between bow and staff functionality.

Treasure Vault, page 31.

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Bower Fruit

Item 13

rare consumable cursed necromancy primal 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Bower fruit got its name from its association with the Ginoth, a fey Eldest with a fondness for plants and manipulation, whose domain is known as the Hanging Bower. She uses these cursed fruits to keep mortals in her thrall, but it's unknown whether she created them or simply popularized their use.

A bower fruit condemns a non-fey who tastes it to never again be satisfied with Material Plane fare. Any fruit can be cursed in this manner, but stone fruits such as peaches, plums, mangoes, and lychees are most common. Upon activating a bower fruit by eating it, the fruit casts a 6th-level feast of ashes (Gods & Magic 107) on you (DC 30). This curse is permanent, but food from the Kaineizex, rather than no food, can sate your accursed hunger.

If you sate your hunger this way, you gain an addiction (Gamemastery Guide 120) as if Kaineizex food and drink were a drug for you (DC 30).

Treasure Vault, page 190.

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Bracelet of Dashing

Item 3

magical transmutation 

Price 58 gp

Usage worn

Category Worn Item

This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks. Once per day, you can use the following action.

Activate [>] (concentrate); Effect Increase your Speed by 10 feet for 1 minute.

Beginner Box, page 54.

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Bracelet of Dashing

Item 3

invested magical transmutation 

Price 58 gp

Usage worn; Bulk L

Category Worn Item

This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks.

Activate [>] command; Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute.

Core Rulebook, page 607.

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Bracers of Armor

Item 8+

abjuration invested magical 

Usage worn bracers; Bulk L

Category Worn Item

These stiff leather armguards grant you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5. You can affix talismans to bracers of armor as though they were light armor.

Type I; Level 8; Price 450 gp

Type II; Level 14; Price 4,000 gp

The item bonus to AC and saves is +2.

Type III; Level 20; Price 60,000 gp

The item bonus to AC and saves is +3.

Core Rulebook, page 607.

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Bracers of Armor (Type I)

Item 8

abjuration invested magical 

Price 450 gp

Usage worn bracers; Bulk L

Category Worn Item

These stiff leather armguards grant you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5. You can affix talismans to bracers of armor as though they were light armor.

Main Item: Bracers of Armor

Core Rulebook, page 607.

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Bracers of Armor (Type II)

Item 14

abjuration invested magical 

Price 4,000 gp

Usage worn bracers; Bulk L

Category Worn Item

These stiff leather armguards grant you a +2 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5. You can affix talismans to bracers of armor as though they were light armor.

Main Item: Bracers of Armor

Core Rulebook, page 607.

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Bracers of Armor (Type III)

Item 20

abjuration invested magical 

Price 60,000 gp

Usage worn bracers; Bulk L

Category Worn Item

These stiff leather armguards grant you a +3 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5. You can affix talismans to bracers of armor as though they were light armor.

Main Item: Bracers of Armor

Core Rulebook, page 607.

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Bracers of Devotion

Item 11

abjuration divine focused invested 

Price 1,400 gp

Usage worn bracers; Bulk L

Category Worn Item

Champions adorn these bracers with the symbol of their deity or the text of the tenets they follow. While they're clasped around your forearms, reassuring focus and devotion flow into you through them. Each time you spend a Focus Point to cast a devotion spell, your divine ally gains a benefit until the start of your next turn, depending on its type.

Activate [F] envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a champion devotion spell. If not used by the end of your turn, this Focus Point is lost.

Craft Requirements You are a champion.

Treasure Vault, page 148.

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Bracers of Missile Deflection

Item 3

abjuration invested magical 

Usage worn bracers; Bulk L

Category Worn Item

These bracers are made from plates of durable mithral and gleam like the summer sun.

Activate [R] Interact; Frequency once per day; Trigger A ranged weapon attack hits you but doesn't critically hit; Requirements You are aware of the attack and not flat-footed; Effect The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you.

Type bracers of missile deflection; Level 3; Price 52 gp

Type greater bracers of missile deflection; Level 9; Price 650 gp

You can activate the bracers once every 10 minutes.

Core Rulebook, page 607.

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Bracers of Missile Deflection

Item 3

abjuration invested magical 

Price 52 gp

Usage worn bracers; Bulk L

Category Worn Item

These bracers are made from plates of durable mithral and gleam like the summer sun.

Activate [R] Interact; Frequency once per day; Trigger A ranged weapon attack hits you but doesn't critically hit; Requirements You are aware of the attack and not flat-footed; Effect The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you.
Main Item: Bracers of Missile Deflection

Core Rulebook, page 607.

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Bralani Breath

Item 3+

catalyst consumable magical 

Usage held in 1 hand; Bulk L

Activate Cast a Spell (add 1 action)

Category Consumable

Bralani breath is a species of mint with small, green flowers, said to grow on battlefields where the opposing sides were equally matched. Sprigs of the flowers blow gently in a breeze of their own creation. If you cast mage armor using bralani breath, you release a small blast of concussive air in an emanation of a size that depends on the catalyst's type.

Some unattended objects are pushed away from you. Large or smaller creatures must succeed at a Fortitude save equal to your spell save DC or be pushed the same distance away from you.

Type bralani breath; Level 3; Price 11 gp

Objects of 1 Bulk or less and creatures that fail the save are pushed 5 feet.

Type greater bralani breath; Level 9; Price 110 gp

Objects of 1 Bulk or less and creatures that fail the save are pushed 10 feet. Objects of up to 2 Bulk are pushed 5 feet, and Huge creatures must succeed at the save or be pushed 5 feet.

Treasure Vault, page 74.

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Bralani Breath

Item 3

catalyst consumable magical 

Price 11 gp

Usage held in 1 hand; Bulk L

Activate Cast a Spell (add 1 action)

Category Consumable

Bralani breath is a species of mint with small, green flowers, said to grow on battlefields where the opposing sides were equally matched. Sprigs of the flowers blow gently in a breeze of their own creation. If you cast mage armor using bralani breath, you release a small blast of concussive air in an emanation of a size that depends on the catalyst's type.

Some unattended objects are pushed away from you. Large or smaller creatures must succeed at a Fortitude save equal to your spell save DC or be pushed the same distance away from you.

Objects of 1 Bulk or less and creatures that fail the save are pushed 5 feet.

Main Item: Bralani Breath

Treasure Vault, page 74.

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Brass Ear

Item

Price 1 gp

Hands 1

Category Adventuring Gear

A brass ear is a short, flared tube with one end narrow enough to comfortably fit against the ear canal. When using a brass ear to listen through a door, window, thin wall, or similar barrier, if the barrier would normally increase the DC of your Perception check to hear sounds on the other side, the DC increases by only half as much as normal.

Advanced Player’s Guide, page 248.

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Bravery Baldric

Item 5+

invested magical 

Usage worn; Bulk L

Category Worn Item

A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time.

Activate [>>] command, envision; Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type.

Type fleet; Level 5; Price 150 gp

The baldric is grass green when charged, and it grants you the effects of fleet step. This baldric has the transmutation trait.

Type flight; Level 11; Price 1,250 gp

The baldric is light blue when charged, and it grants you the effects of fly. This baldric has the transmutation trait.

Type haste; Level 9; Price 700 gp

The baldric is silver when charged, and it grants you the effects of haste. This baldric has the transmutation trait.

Type restoration; Level 7; Price 350 gp

The baldric is golden when charged, and it grants you the effects of a 2nd-level restoration. This baldric has the healing and necromancy traits.

Type restoration, greater; Level 11; Price 1,300 gp

As the restoration baldric, but it grants 4th-level restoration.

Type stoneskin; Level 11; Price 1,400 gp

The baldric is dark gray when charged, and it grants you the effects of stoneskin. This baldric has the abjuration trait.

Treasure Vault, page 145.

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Bravo's Brew

Item 2+

alchemical consumable elixir mental 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear.

Type lesser; Level 2; Price 7 gp

The bonus on Will saves is +1, or +2 against fear.

Type moderate; Level 10; Price 150 gp

The bonus on Will saves is +2, or +3 against fear.

Type greater; Level 15; Price 700 gp

The bonus on Will saves is +3, or +4 against fear. If you roll a success on a save against fear, you get a critical success instead.

Core Rulebook, page 547.

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Breaching Pike

Item

uncommon hobgoblin razing reach 

Price 8 gp

Bulk 1

Damage 1d6 piercing

Hands 1

Category Martial Melee Weapon; Group Spear

Forged with a heavy metal wedge as a spearhead, breaching pikes are often used by hobgoblin infantry alongside a tower shield. Breaching pikes are particularly effective at damaging enemy shields, leaving large, triangular puncture holes behind.

Treasure Vault, page 25.

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Breastplate

Item

Price 8 gp

Bulk 2

AC Bonus +4; Dex Cap +1

Strength 16; Check Penalty –2; Speed Penalty –5 ft.

Category Medium Armor; Group Plate

Though referred to as a breastplate, this type of armor consists of several pieces of plate or half plate armor that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.

Core Rulebook, page 275.

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Breastplate of Command

Item 10+

enchantment invested magical 

Usage worn armor; Bulk 2

Category Armor

This +1 resilient breastplate is made from shining bronze overlaid with reinforcing golden panels in the shape of lion's heads. Wearing this breastplate grants you a commanding aura. You gain a +2 item bonus to Diplomacy checks, but you take a –2 item penalty to Stealth checks to Hide and Sneak and Deception checks to Impersonate.

Activate [>] command; Frequency once per day; Effect You grant allies within 100 feet a +2 status bonus to saves against fear effects for 1 minute. When you activate this ability, each affected ally who's frightened reduces their frightened value by 1.

Type breastplate of command; Level 10; Price 1,000 gp

Type greater breastplate of command; Level 18; Price 22,000 gp

The armor is a +2 greater resilient breastplate. The item bonus and penalty increase to +3 and –3, respectively.

Core Rulebook, page 557.

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Breastplate of Command

Item 10

enchantment invested magical 

Price 1,000 gp

Usage worn armor; Bulk 2

Category Armor

This +1 resilient breastplate is made from shining bronze overlaid with reinforcing golden panels in the shape of lion's heads. Wearing this breastplate grants you a commanding aura. You gain a +2 item bonus to Diplomacy checks, but you take a –2 item penalty to Stealth checks to Hide and Sneak and Deception checks to Impersonate.

Activate [>] command; Frequency once per day; Effect You grant allies within 100 feet a +2 status bonus to saves against fear effects for 1 minute. When you activate this ability, each affected ally who's frightened reduces their frightened value by 1.
Main Item: Breastplate of Command

Core Rulebook, page 557.

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Breastplate of the Mountain

Item 20

abjuration apex invested magical 

Price 70,000 gp

Usage worn armor; Bulk 2

Category Apex

Constructed of dull gray metal, this breastplate is decorated with the symbol of a craggy black mountaintop. This breastplate functions as a +3 greater resilient breastplate. When you're Shoved or otherwise forced to move, you can reduce the amount you move by up to 10 feet. When you invest the breastplate, you either increase your Constitution score by 2 or increase it to 18, whichever is higher.

Activate [>>] Interact; Frequency once per day; Effect You pound a solid and constant rhythm on your breastplate and cast a 7th-level regeneration spell on yourself.
Activate [>] Interact; Frequency once per day; Effect With a single tap, you gain immunity to poison for 1 minute.
Activate [R] envision; Frequency once per day; Trigger You fail or critically fail a Fortitude saving throw; Effect If you failed the saving throw, it becomes a success. If you critically failed, it becomes a failure instead.

Treasure Vault, page 103.

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Breath Blaster

Item 8+

uncommon evocation magical 

Usage held in 2 hands; Bulk 2

Category Beast Gun Weapon

A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath weapons or the ability to spit energy are occasionally used. The implementation of the dragon's trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity.

A breath blaster's Strikes deal either acid, cold, electricity, fire, or poison damage, depending on the dragon type or other creature from which it was made, though it can otherwise be used like a normal blunderbuss. A breath blaster also can be activated to fire a line of energy in a 30-foot line or 15-foot cone, chosen when it's created and typically corresponding to the shape of the breath weapon used by the type of dragon or creature from which the breath blaster was created.

In theory, the foundational techniques required to create a breath blaster would allow for other damage types, but such breath blasters would require the trachea from the correct dragon or creature type and additional creation techniques, making such a breath blaster rare rather than uncommon.

Activate [>>] Interact (evocation, magical); Frequency once per minute; Effect You fire the breath blaster, dealing 4d6 damage of the appropriate type in the appropriate area.

Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison).

Type breath blaster; Level 8; Price 500 gp

Type greater breath blaster; Level 14; Price 4,500 gp

The greater breath blaster's activation deals 6d6 damage and the DC is 31. It's a +2 greater striking blunderbuss.

Type major breath blaster; Level 18; Price 24,000 gp

The major breath blaster's activation deals 10d6 damage, the DC is 38, and the area increases to either a 60-foot line or a 30-foot cone, chosen when it's created. It's a +3 greater striking blunderbuss.

Craft Requirements The initial raw materials must include the trachea of a ritually hunted dragon or other creature with a breath weapon with the appropriate damage type and area (line or cone) for the breath blaster.

Guns & Gears, page 154.

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Breath Blaster

Item 8

uncommon evocation magical 

Price 500 gp

Usage held in 2 hands; Bulk 2

Category Beast Gun Weapon

A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath weapons or the ability to spit energy are occasionally used. The implementation of the dragon's trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity.

A breath blaster's Strikes deal either acid, cold, electricity, fire, or poison damage, depending on the dragon type or other creature from which it was made, though it can otherwise be used like a normal blunderbuss. A breath blaster also can be activated to fire a line of energy in a 30-foot line or 15-foot cone, chosen when it's created and typically corresponding to the shape of the breath weapon used by the type of dragon or creature from which the breath blaster was created.

In theory, the foundational techniques required to create a breath blaster would allow for other damage types, but such breath blasters would require the trachea from the correct dragon or creature type and additional creation techniques, making such a breath blaster rare rather than uncommon.

Activate [>>] Interact (evocation, magical); Frequency once per minute; Effect You fire the breath blaster, dealing 4d6 damage of the appropriate type in the appropriate area.

Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison).

Craft Requirements The initial raw materials must include the trachea of a ritually hunted dragon or other creature with a breath weapon with the appropriate damage type and area (line or cone) for the breath blaster.

Main Item: Breath Blaster

Guns & Gears, page 154.

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Breathtaking Vapor

Item 17

uncommon alchemical consumable inhaled poison 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

This colorless mist has a mild, waxy scent that precedes acute shortness of breath. Creatures that don't need to breathe can still take the poison's damage but are immune to its other effects.

Saving Throw DC 38 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 6d6 poison damage, drained 1, and can't breathe; Stage 2 8d6 poison damage, drained 2, and reduce remaining air by 1 additional round; Stage 3 10d6 poison damage, drained 3, and reduce remaining air by 2 additional rounds

Treasure Vault, page 67.

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Breech Ejectors

Item 3

uncommon consumable 

Price 10 gp

Usage attached

Category Consumable

These spring-loaded inserts can be fitted into the breech of a double-barreled firearm over the course of 10 minutes or during the firearm's daily maintenance. After the weapon is fired, the ejectors hasten the reloading process by ejecting the spent detritus from the fired rounds.

This allows you to reload both barrels of the doublebarreled weapon as a single Interact action the next time you reload the weapon as long as you do so before the end of your next turn. However, the ejectors are consumed in the process, and you must spend the time to insert a new set to gain the benefit again.

Guns & Gears, page 183.

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Breizoneik's Flawless Scale

Item 3

uncommon divination magical 

Access follower of Breizoneik

Price 50 gp

Usage held in 2 hands; Bulk 1

Category Held

This immaculate golden set of merchant's scales is considered a divine instrument among Breizoneik's most faithful. Unlike most scales, this one has only a single dish for placing small objects, and calculates value rather than weight. On the other side of the fulcrum, a steel arrow indicator points to various numbers engraved on the side of the scale. By placing an object of light Bulk onto the dish, you can determine its value in gold pieces in the market in which the scale was made (most of these scales are made in Vokhiago or Shoumeistai), based on its material composition and artisanship. For example, after placing a gemstone on the dish, the scale will indicate the fairest (average, in most cases) price you can expect to fetch in the market to which the scale is calibrated, but the scale wouldn't detect the gemstone's historical significance or any magical properties. Breizoneik's flawless scale can be calibrated to a different market by performing a 1-hour ritual in the proximity of that market.

LOGM, page 121.

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Bresiadid's Gloves

Item 17

apex invested magical transmutation 

Price 15,000 gp

Usage worn gloves; Bulk L

Category Apex

Made of soft and subtle black leather, these gloves fit tightly but aren't uncomfortable and don't impede your sense of touch. As long as you're trained in Thievery while wearing these gloves, you're always considered one skill rank higher than your actual rank. If you possess a Legendary skill rank in Thievery, you gain a +2 item bonus to Thievery checks instead. When you invest the gloves, you either increase your Dexterity score by 2 or increase it to 18, whichever is higher.

Activate [R] envision; Frequency once per day; Trigger You fail or critically fail a Thievery skill check; Effect If you failed the Thievery skill check, you succeed at that check instead. If you critically failed, you fail instead.

Treasure Vault, page 104.

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Brewer's Regret

Item 9+

uncommon alchemical consumable 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

When a brewer makes a batch of something they'd rather not drink, they often boil it down; add myrrh, mugwort extract, and violet salt; and sell it to chefs looking for cheap sandwich fillings. The thick, salty sourness ruins the taste of most other food, but it also creates a strong desire to live to taste anything else. For 1 hour after consumption, you gain a +2 item bonus to saves against death and negative effects.

In addition, your doomed value decreases by 1 (minimum 0)

You can reduce the doomed condition with brewer's regret only once per day, and after you do, you can't reduce the doomed condition from the restoration spell that same day (or vice versa).

Type brewer's regret; Level 9; Price 120 gp

Type greater brewer's regret; Level 14; Price 625 gp

The item bonus increases to +3.

LOTGB, page 46.

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Brewer's Regret

Item 9

uncommon alchemical consumable 

Price 120 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

When a brewer makes a batch of something they'd rather not drink, they often boil it down; add myrrh, mugwort extract, and violet salt; and sell it to chefs looking for cheap sandwich fillings. The thick, salty sourness ruins the taste of most other food, but it also creates a strong desire to live to taste anything else. For 1 hour after consumption, you gain a +2 item bonus to saves against death and negative effects.

In addition, your doomed value decreases by 1 (minimum 0)

You can reduce the doomed condition with brewer's regret only once per day, and after you do, you can't reduce the doomed condition from the restoration spell that same day (or vice versa).

Main Item: Brewer's Regret

LOTGB, page 46.

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Brightbloom Posy

Item 8+

conjuration magical plant spellheart 

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon.

The spell DC of any spell cast by activating this item is 24.

Activate Cast a Spell; Effect You cast tanglefoot.
Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms .

Type greater brightbloom posy; Level 11; Price 1,300 gp

The spell DC is 28.

Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms.
Activate Cast a Spell; Frequency once per day; Effect You cast petal storm .

Type major brightbloom posy; Level 19; Price 36,000 gp

The spell DC is 41.

Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level petal storm.
Activate Cast a Spell; Frequency once per day; Effect You cast burning blossoms .

Treasure Vault, page 125.

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Brightshade

Item 4

alchemical consumable injury poison positive 

Price 18 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

Brewed from a plant native to the Kaineizex, brightshade destroys tissue, living or dead. Victims of this poison take poison damage if they're alive and positive damage if they're undead.

Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison or positive damage (1 round); Stage 2 2d6 poison or positive damage (1 round)

Treasure Vault, page 67.

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Brilliant

Rune 12+

evocation magical 

Usage etched onto a weapon

Category Rune

This rune causes a weapon to transform into pure, brilliant energy. The weapon deals an additional 1d4 fire damage on a successful Strike, as well as 1d4 good damage to fiends and 1d4 positive damage to undead.

On a critical hit, the target must succeed at a DC 29 Fortitude save or be blinded for 1 round.

Activate [>] command (light); Effect You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract level of 5 and a +19 counteract modifier to end a magical darkness effect whose area is within reach of the weapon.

Type brilliant; Level 12; Price 2,000 gp

Type greater brilliant; Level 18; Price 24,000 gp

The save DC is 41, the counteract level is 9, the counteract modifier is +31, and damage dealt by this weapon ignores the target's fire, good, or positive resistance.

Secrets of Magic, page 180.

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Brilliant

Rune 12

evocation magical 

Price 2,000 gp

Usage etched onto a weapon

Category Rune

This rune causes a weapon to transform into pure, brilliant energy. The weapon deals an additional 1d4 fire damage on a successful Strike, as well as 1d4 good damage to fiends and 1d4 positive damage to undead.

On a critical hit, the target must succeed at a DC 29 Fortitude save or be blinded for 1 round.

Activate [>] command (light); Effect You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract level of 5 and a +19 counteract modifier to end a magical darkness effect whose area is within reach of the weapon.
Main Item: Brilliant

Secrets of Magic, page 180.

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