Items: G (Part 3 of 10)

60 items, from greater to Greater Brightbloom Posy.

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Part: 1 2 3 4 5 6 7 8 9 10

greater · Greater Ablative Armor Plating · Greater Ablative Shield Plating · Greater Accursed Staff · Greater Acid Flask · Greater Addiction Suppressant · Greater Addiction Suppressant · Greater Advancing · Greater Aether Marbles · Greater Alchemical Chart · Greater Alchemist Goggles · Greater Alchemist's Fire · Greater Alignment Ampoule · Greater Alluring Scarf · Greater Anchoring · Greater Animal Repellent · Greater Animal Staff · Greater Anointing Oil · Greater Antidote · Greater Antiplague · Greater Applereed Mutagen · greater arachnid harness · Greater Arctic Vigor · Greater Armbands of Athleticism · Greater Armory Bracelet · Greater Backfire Mantle · Greater Bagpipes of Turmoil · Greater Bane Ammunition · Greater Beast Staff · Greater Beastmaster's Sigil · Greater Bestial Mutagen · Greater Big Rock Bullet · Greater Binding Coil · Greater Black Tendril Shot · greater blade byrnie · Greater Blade of Four Energies · Greater Blast Boots · Greater Blast Foot · Greater Blast Lance · Greater Blazons of Shared Power · Greater Blight Bomb · Greater Blightburn Bomb · Greater Blister Ammunition · Greater Blood Booster · Greater Bloodbane · Greater Bloodhound Mask · Greater Bomber's Eye Elixir · Greater Boots of Bounding · Greater Boots of Elvenkind · Greater Boreal Staff · Greater Bottled Lightning · Greater Bottled Sunlight · Greater Boulder Seed · Greater Bracers of Missile Deflection · Greater Bralani Breath · Greater Bravo's Brew · Greater Breastplate of Command · Greater Breath Blaster · Greater Brewer's Regret · Greater Brightbloom Posy

greater

Item 12

magical transmutation 

Price 1,820 gp

Usage held in 1 hand; Bulk 2

Category Held

This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage.

Activate [>] envision; Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler.

The buckler has Hardness 11, HP 88, and BT 44.

Main Item: Sapling Shield

Treasure Vault, page 22.

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Greater Ablative Armor Plating

Item 7

uncommon consumable gadget 

Price 70 gp

Usage attached ; Bulk 1

Category Consumable

Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement.

The process of attaching the plating takes 10 minutes and grants the wearer of the armor 20 temporary Hit Points that last for 1 hour or until lost. Removing the plating early destroys it.

Main Item: Ablative Armor Plating

Guns & Gears, page 66.

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Greater Ablative Shield Plating

Item 7

uncommon consumable gadget 

Price 70 gp

Usage attached ; Bulk 1

Category Consumable

Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can't attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes.

When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield 20 temporary Hit Points that last for 1 hour or until lost. Removing the plating early destroys it.

Main Item: Ablative Shield Plating

Guns & Gears, page 67.

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Greater Accursed Staff

Item 10

magical necromancy staff 

Price 900 gp

Usage held in 1 hand; Bulk 1

Category Staff

Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff, you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse.

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: Accursed Staff

Treasure Vault, page 130.

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Greater Acid Flask

Item 11

acid alchemical bomb consumable splash 

Price 250 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This flask filled with corrosive acid deals 1 acid damage, 3d6 persistent acid damage and 3 acid splash damage. You gain a +2 item bonus to attack rolls.

Main Item: Acid Flask

Core Rulebook, page 544.

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Greater Addiction Suppressant

Item 10

rare consumable elixir 

Price 140 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain a +3 item bonus against the ongoing save against the drug's addiction.

Main Item: Addiction Suppressant

LOL, page 72.

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Greater Addiction Suppressant

Item 10

alchemical consumable elixir healing 

Price 140 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant.

For every drug, a specific suppressant must be crafted—no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug's addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work.

You gain a +3 item bonus.

Main Item: Addiction Suppressant

Treasure Vault, page 58.

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Greater Advancing

Rune 16

magical necromancy 

Price 8,000 gp

Usage etched onto heavy armor

Category Rune

This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory.

Activate [F] command; Requirements Your last action or activity reduced an enemy to 0 Hit Points; Effect You Stride up to 15 feet. This movement doesn't trigger reactions. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type.

You can Stride up to your Speed instead of 15 feet.

Main Item: Advancing

Treasure Vault, page 12.

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Greater Aether Marbles

Item 18

uncommon bomb consumable force splash 

Price 3,400 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls.

Surfaces in the splash area are filled with twisting eddies of force, which are difficult terrain for incorporeal creatures but not for corporeal ones. The force eddies in a square disperse after an incorporeal creature enters the square.

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

Main Item: Aether Marbles

Gatewalkers #3: Dreamers of the Nameless Spires, page 75.

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Greater Alchemical Chart

Item 18

alchemical 

Price 19,000 gp

Usage held in 1 hand; Bulk L

Category Held

This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using Quick Alchemy, the items you create of the listed level remain potent for 1 additional round.

The chart works for Quick Alchemy items of level 18 or lower.

Main Item: Alchemical Chart

Treasure Vault, page 62.

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Greater Alchemist Goggles

Item 11

invested magical transmutation 

Price 1,400 gp

Usage worn eyepiece; Bulk —

Category Worn Item

These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +2 item bonus to Crafting checks to Craft alchemical items and a +2 item bonus to attack rolls with alchemical bombs. You can also ignore lesser cover when making Strikes with alchemical bombs.

Main Item: Alchemist Goggles

Core Rulebook, page 605.

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Greater Alchemist's Fire

Item 11

alchemical bomb consumable fire splash 

Price 250 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Alchemist's fire is a combination of volatile liquids that ignite when exposed to air.

You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage.

Main Item: Alchemist's Fire

Core Rulebook, page 545.

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Greater Alignment Ampoule

Item 11

uncommon alchemical bomb consumable 

Price 300 gp

Usage held in 1 hand; Bulk L

Category Bomb

This glass sphere is divided into four quarters, each of which contains a different material aligned with good, evil, chaos, or law, such as shavings from a holy relic or dried flowers that grew near a planar rift to the Abyss. You gain a +2 item bonus to attack rolls. When greater alignment ampoule strikes a creature with a weakness to good, evil, chaos, or law, it deals 2d4 damage and 3 splash damage, which matches the creature's highest weakness. This damage is always based on the weaknesses of the initial target of the attack.

If a creature has multiple eligible weaknesses, randomly determine the damage type. An alignment ampoule has no effect against creatures that don't have a weakness to the ampoule's associated alignment types.

Main Item: Alignment Ampoule

LOPSG, page 39.

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Greater Alluring Scarf

Item 12

uncommon enchantment magical 

Price 1,650 gp

Usage held in 1 hand

Category Held

This thin, multicolored scarf shifts between hues in almost dizzying patterns.

Activate [>>] Interact (emotion, enchantment, mental, visual); Frequency once per day; Effect You Stride. All creatures within 10 feet of you when you started the Stride must attempt a DC 24 Will save. On a failure, a creature becomes fascinated and must spend at least one of its actions on its next turn to move toward you. A fascinated creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting hostile to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting hostile to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute.

The DC is 29. You attempt to fascinate all creatures within 20 feet.

Main Item: Alluring Scarf

LOTGB, page 84.

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Greater Anchoring

Rune 18

uncommon abjuration magical 

Price 22,000 gp

Usage etched onto a weapon

Category Rune

This rune prevents enemies from escaping your grasp by fleeing to other planes. If you critically hit a target with an anchoring weapon, the weapon casts dimensional anchor on the target (DC 27, counteract modifier +17).

When you critically hit a target with a weapon with the anchoring rune, the weapon casts 8th-level dimensional anchor on the target (DC 38, counteract modifier +28), except that if the target critically succeeds at its Will save, instead of having no effect, the dimensional anchor lasts for 1 round.

When you hit a target with the weapon but don't critically hit, the target is affected by 4th-level dimensional anchor for 1 round without a save (this still uses a counteract modifier of +28).

Main Item: Anchoring

LOTGB, page 80.

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Greater Animal Repellent

Item 12

alchemical consumable olfactory 

Price 350 gp

Usage held in 1 hand; Bulk L

Activate 1 minute Interact

Category Consumable

Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind.

You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal.

The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure).

The DC for saves is 29.

Main Item: Animal Repellent

Treasure Vault, page 52.

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Greater Animal Staff

Item 8

divination magical staff 

Price 460 gp

Usage held in 1 hand; Bulk 1

Category Staff

This staff is topped with carved animal and monster heads.

While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify animals.

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: Animal Staff

Core Rulebook, page 592.

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Greater Anointing Oil

Item 10

uncommon consumable magical necromancy oil 

Access Kaetiarn have access to this item.

Price 180 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

Carried by many Kaetiarn, this amber-colored, fragrant-smelling oil is meant to prevent those who fall in battle from rising as undead. Applying anointing oil to a corpse casts gentle repose on it. The effects last for 24 hours.

The oil is repugnant to the undead. An undead creature that touches a corpse treated with this oil is enfeebled 1 until the contact is broken or the oil's effect wears off.

Applying the oil casts 5th-level gentle repose. The funerary rites of the Kaetiarn sometimes include using this type of oil on their dead if they are to be buried.

Main Item: Anointing Oil

LOKL, page 88.

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Greater Antidote

Item 10

alchemical consumable elixir healing 

Price 160 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

An antidote protects you against toxins. Upon drinking an antidote, you gain a +4 item bonus to Fortitude saving throws against poisons for 6 hours.

Main Item: Antidote

Core Rulebook, page 546.

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Greater Antiplague

Item 10

alchemical consumable elixir healing 

Price 160 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Antiplague can fortify the body's defenses against diseases.

Upon drinking an antiplague, you gain a +4 item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression.

Main Item: Antiplague

Core Rulebook, page 546.

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Greater Applereed Mutagen

Item 18

rare alchemical consumable elixir mutagen polymorph 

Price 5,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This gummy liquid disproportionately lengthens your legs, causing you to grow but making your movement awkward. The effect is very noticeable unless your clothes can adequately conceal it.

Benefit You gain a +4 item bonus to Athletics checks and you gain +20 feet status bonus to your Speed. In addition, you grow one size larger, but your larger size does not have any additional effects beyond the potential change in space.

Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves.

The duration is 1 hour.

Main Item: Applereed Mutagen

LOL, page 86.

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greater arachnid harness

Item 9

invested magical transmutation 

Price 700 gp

Usage worn armor; Bulk 1

Category Armor

This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage.

Activate [>] command; Frequency once per day; Effect The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs free as you climb. If you use all your free limbs to help you Climb, your climb Speed equals your land Speed.

Craft Requirements The initial raw materials must include four intact legs from a goliath spider. The armor is +1 resilient leather armor, the resistance is 5, and the harness can be activated once every 10 minutes.

Main Item: Arachnid Harness

Treasure Vault, page 14.

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Greater Arctic Vigor

Item 15

uncommon cold evocation invested magical tattoo 

Price 6,000 gp

Usage tattoo

Category Tattoo

This tattoo takes the shape of the face of a roaring polar bear with piercing, ice-blue eyes. You don't take damage from extreme cold or severe cold (Core Rulebook 518).

Activate [>>] command; Frequency once per day; Effect You call forth a blast of polar wind in a 10-foot burst within a range of 30 feet that deals 7d6 cold damage. All creatures in the area must attempt a DC 27 basic Fortitude save.

The damage of your polar wind increases to 12d6, the range increases to 60 feet, and you can choose to increase the radius to 15 or 20 feet. While exposed to incredible cold, you only take minor cold damage every hour, instead of moderate cold damage every minute. You ignore the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to normal difficult terrain).

Main Item: Arctic Vigor

LOTGB, page 38.

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Greater Armbands of Athleticism

Item 17

invested magical transmutation 

Price 13,000 gp

Usage worn armbands; Bulk L

Category Worn Item

Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when performing athletic exercises. While fastened to your upper arms, the armbands give you a +2 item bonus to Athletics checks. In addition, whenever you use an action to Climb or Swim and you succeed at the Athletics check, add a +5-foot item bonus to the distance you move.

The bonus to Athletics checks is +3, and the bonus to a successful check to Climb or Swim is +10 feet.

Main Item: Armbands of Athleticism

Core Rulebook, page 605.

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Greater Armory Bracelet

Item 11

conjuration invested magical 

Price 1,350 gp

Usage worn; Bulk —

Category Worn Item

Several small charms shaped like weapons hang from an armory bracelet, which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms.

Activate [>>] envision, Interact; Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold.

The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward.

Main Item: Armory Bracelet

Treasure Vault, page 153.

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Greater Backfire Mantle

Item 8

abjuration invested magical 

Price 430 gp

Usage worn cloak; Bulk 1

Category Worn Item

This vivid red cloak of sturdy fabric is favored by aggressive battle alchemists and mages, as well as those cautious warriors who need to advance into the fray ahead of the blast-happy back line. The mantle interposes to protect you from your own and allies' magic, granting you a circumstance bonus to Reflex saves against your own spells, as well as those of your allies. You also gain resistance to splash damage from your own alchemical items and those of your allies.

The mantle grants a +2 circumstance bonus and resistance 10.

Main Item: Backfire Mantle

Secrets of Magic, page 179.

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Greater Bagpipes of Turmoil

Item 8

coda enchantment occult staff 

Price 460 gp

Usage held in 2 hands; Bulk 1

Category Coda

While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer's enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize.

Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list.

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

Main Item: Bagpipes of Turmoil

Treasure Vault, page 136.

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Greater Bane Ammunition

Item 11

alchemical consumable poison 

Price 250 gp

Ammunition any

Activate [>] Interact

Category Poison

Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature—aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes persistent poison damage in addition to the damage the attack normally deals.

The ammunition deals 3d6 persistent poison damage.

Main Item: Bane Ammunition

Treasure Vault, page 42.

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Greater Beast Staff

Item 11

magical staff transmutation 

Price 1,400 gp

Usage held in 1 hand; Bulk 1

Category Staff

The visages of beasts are carved into the painted wood of a beast staff, with a large head on top. When used as a weapon, the staff is a +1 striking staff. While wielding the staff while you have it prepared, you're affected by speak with animals. If you have Wild Empathy, you gain a +1 circumstance bonus on checks using it.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Used as a weapon, the staff is a +2 striking staff. The circumstance bonus if you have Wild Empathy is +2.

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

Main Item: Beast Staff

Treasure Vault, page 130.

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Greater Beastmaster's Sigil

Item 7

conjuration magical spellheart 

Price 360 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

This silver disc displays an ever-changing etching of an animal.

When you affix the beastmaster's sigil, the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19. A weapon can benefit from only the melee weapon benefit or ranged weapon benefit. A thrown melee weapon gets the melee weapon benefit, and a combination weapon gets only one benefit, which you choose when you affix the spellheart. If it's unclear which one should apply, the GM decides.

Activate Cast a Spell; Effect You cast tame .
Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level summon animal to summon a cave scorpion B2 (armor), wolf (melee weapon), or bat swarm (ranged weapon).

The spell DC is 23 and the bleed damage is 2d6.

Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level summon animal to summon a giant monitor lizard (armor), wolverine B2 (melee), or giant bat (ranged).
Main Item: Beastmaster's Sigil

Treasure Vault, page 124.

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Greater Bestial Mutagen

Item 11

alchemical consumable elixir mutagen polymorph 

Price 300 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy.

Benefit You gain a +3 item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack that deals 1d8 slashing damage and has the agile trait and a jaws unarmed attack that deals 1d10 piercing damage. The duration is 1 hour.

Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves.

Main Item: Bestial Mutagen

Core Rulebook, page 546.

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Greater Big Rock Bullet

Item 11

uncommon consumable earth magical transmutation 

Price 250 gp

Ammunition sling bullet

Activate [>] Interact

Category Consumable

A big rock bullet is a sling bullet made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a big rock bullet transforms into a giant rock just before hitting the target. The target takes 8d6 additional bludgeoning damage on a successful hit. Even on a failed attack roll (but not a critical failure), the target takes 4d6 bludgeoning damage. Creatures with the Catch Rock reaction can use it against a big rock bullet.

Main Item: Big Rock Bullet

LOTGB, page 14.

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Greater Binding Coil

Item 13

consumable magical talisman transmutation 

Price 450 gp

Usage affixed to a weapon

Activate [F] envision; Trigger Your Strike with the affixed weapon damages a creature; Requirements You're an expert in Athletics.

Category Talisman

This talisman, a bright red coil that's warm to the touch and faintly resembles a serpent, wraps entirely around your weapon. When you activate this talisman's effect, attempt to Grapple the creature you hit. On a success, rather than the normal Grapple effects, the coil instead wraps itself around the target with one end remaining attached to your weapon.

Your opponent must succeed at a DC 30 Escape check to break free. The coil breaks if you move any further away from the bound opponent, but not if you move any closer.

Main Item: Binding Coil

Secrets of Magic, page 173.

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Greater Black Tendril Shot

Item 17

conjuration consumable magical 

Price 2,160 gp

Ammunition any

Activate [>] command

Category Consumable

A glistening, tar‑like substance that's displeasing to the touch coats a black tendril shot. When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition's effects last until the target Escapes. DCs for the saving throw and Escape vary by type.

Critical Success The target is slowed 1 but gains a +2 circumstance bonus to Escape the ammunition's effect.Success The target is slowed 1.Failure The target is slowed 2 and deafened.Critical Failure The target is slowed 2, blinded, and deafened.

Both DCs are 39.

Main Item: Black Tendril Shot

Treasure Vault, page 80.

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greater blade byrnie

Item 13

conjuration invested magical 

Price 3,000 gp

Usage worn armor; Bulk 1

Category Armor

Instead of chain links, this +1 chain shirt is assembled from metal "leaves" that each resemble a small blade.

Activate [>] Interact; Effect You pull a link from the armor, which transforms into a +1 striking dagger. The dagger disappears and reappears as a link in the armor after you Strike with it, or at the end of this turn if you don't make a Strike. You can Activate the blade byrnie in place of an Interact action to draw a weapon for abilities such as the Quick Draw feat.

Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune.

The armor is a +2 resilient chain shirt. The daggers are +2 greater striking daggers.

Main Item: Blade Byrnie

Treasure Vault, page 15.

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Greater Blade of Four Energies

Item 18

evocation magical 

Price 20,000 gp

Usage held in 1 hand; Bulk L

Category Held

This +2 greater striking shifting shortsword is formed of rapidly vibrating air and magical energy, though it uses the same statistics as iron. The wooden hilt is adorned with four gems, representing the energies of acid, cold, fire, and electricity, that sparkle in sequence at random intervals.

Activate [F] Interact; Frequency once per round; Effect You draw magical energy from one of the gems. Roll 1d4.

Until the start of your next turn, the weapon gains the corresponding rune: 1—corrosive, 2—flaming, 3—frost, or 4—shock.

Activate [>>] command, envision; Frequency once per day; Requirements The blade has an energy rune from the first activation; Effect You call upon the energy stored in the blade to explode outward. The blade of four energies casts a 5th-level spell that depends on the active rune: acid arrow for corrosive, fireball for flaming, cone of cold for frost, or lightning bolt for shock.

The blade is a +3 greater striking shifting shortsword and gains the greater corrosive, greater flaming, greater frost, or greater shock runes instead of their base versions. When Activated to Cast a Spell, the blade casts the spell heightened to 7th level, and the DC is 38.

Main Item: Blade Of Four Energies

Secrets of Magic, page 180.

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Greater Blast Boots

Item 9

uncommon consumable gadget 

Price 140 gp

Usage worn (attached to footwear or feet); Bulk L

Activate [>] Interact

Category Consumable

These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 minute. When you Activate the greater blast boots, you can High Jump or Long Jump, without the need to Stride first. When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you Leap during the duration, you can move 30 feet in any direction, or your normal Leap distance, whichever is further.

Main Item: Blast Boots

Guns & Gears, page 67.

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Greater Blast Foot

Item 10

evocation invested magical 

Price 1,000 gp

Usage worn; Bulk 1

Category Prosthesis Assistive Item

These prosthetic feet and legs, created by dwarven alchemists and spellcasters together, are engraved with simple but effective evocation symbols on the ball and heel, empowering you to leap to great heights and blast foes with your feet.

Activate [>] envision; Frequency once per 10 minutes; Effect You blast off from the ground, using the force to leap through the air. The blast feet cast jump on you.
Activate [>>] envision, Interact; Frequency once per day; Effect You blast from your feet, dealing 4d6 force damage to all creatures in a 15-foot cone, with a basic Reflex save.

You can use the first activation once per minute, and the second activation unleashes a 30-foot cone that deals 8d6 damage.

Main Item: Blast Foot

LOTGB, page 73.

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Greater Blast Lance

Item 8

uncommon evocation fire magical 

Price 500 gp

Usage held in 2 hands; Bulk 2

Category Held

This weapon is a long +1 lance with a muzzle built into the pointed tip, allowing the user to fire the chamber after a successful melee attack. A barrel running down the length of the lance allows you to load firearm ammunition into the base of the weapon more easily than it might seem from the design. It takes 2 actions to reload a blast lance.

Activate [F] command; Trigger You strike a foe with the blast lance; Requirements The blast lance is loaded with a round; Effect You fire a blast of gunpowder through the weapon that deals 2d8 fire damage. The foe must attempt a DC 18 Fortitude save.Critical Success The target is unaffected by the blast of gunpowder and the blast lance misfires and jams (Guns & Gears 107, 153).Success The target takes half the fire damage.Failure The target takes the full fire damage and is pushed back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.Critical Failure The target takes double damage and is pushed back 10 feet. You can Stride after it, but you must move the same distance and in the same direction.

A greater blast lance is a +1 striking lance whose blast deals 3d8 fire damage instead of 2d8 fire damage. The Fortitude save DC is 24.

Main Item: Blast Lance

OoA3, page 74.

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Greater Blazons of Shared Power

Item 11

evocation invested magical 

Price 1,350 gp

Usage worn and attached to two weapons (see below); Bulk –

Category Worn Item

These brass emblems come in a variety of designs, usually customized to the purchaser to reflect the heraldry of a family or guild. Blazons of shared power come in sets of three. When you invest the blazons, you wear one of the three on your chest, and you attach the others to a pair of one-handed weapons, choosing one as the primary weapon and one as the secondary weapon. These weapons can be either melee weapons or ranged weapons. As long as you're wielding both the primary weapon and the secondary weapon, the secondary weapon gains the benefit of the fundamental runes on the primary weapon. A weapon can only have a single blazon of shared power attached to it at a time.

A set of greater blazons of shared power also replicates property runes from the primary weapon, so long as the secondary weapon meets all the prerequisites for a given rune and isn't a specific weapon. The secondary weapon gains the benefits of those runes. All of its own runes are suppressed. When you invest the blazons, you can elect for them to transfer only fundamental runes, in which case they function as standard blazons of shared power.

Main Item: Blazons Of Shared Power

Guns & Gears, page 183.

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Greater Blight Bomb

Item 11

alchemical bomb consumable poison splash 

Price 250 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Blight bombs contain volatile toxic chemicals that rot flesh. A greater blight bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. You gain a +2 item bonus to attack rolls.

Main Item: Blight Bomb

Advanced Player’s Guide, page 252.

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Greater Blightburn Bomb

Item 20

uncommon alchemical bomb consumable disease poison splash 

Price 12,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants an item bonus to attack rolls and deals poison damage, persistent poison damage, and poison splash damage, according to the bomb's type. A creature that takes the persistent poison damage deals the splash damage again from its current position as the radiation continues to harm nearby creatures. The persistent damage can last up to 1 minute.

Blightburn bombs also expose the primary target to blightburn sickness at the listed Fortitude DC.

You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 43.

Main Item: Blightburn Bomb

Treasure Vault, page 44.

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Greater Blister Ammunition

Item 16

alchemical consumable poison 

Price 1,400 gp

Ammunition any

Activate [>] Interact

Category Poison

Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is dazzled for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single Interact action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 Interact actions scratching and sneezing. These Interact actions don't need to be consecutive.

The maximum duration is 10 rounds, and the Fortitude DC is 35.

Main Item: Blister Ammunition

Treasure Vault, page 42.

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Greater Blood Booster

Item 18

alchemical consumable elixir healing 

Price 3,400 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This elixir bolsters your body's natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to persistent bleed and persistent poison damage, and you lower the DC for any flat checks to end persistent bleed or persistent poison damage as if you received particularly appropriate aid.

At the GM's discretion, blood booster elixirs can also automatically counteract non-magical effects that specifically rely on thinning the drinker's blood, such as a skull peeler's (Bestiary 3 243) anticoagulant.

The resistance is 20.

Main Item: Blood Booster

Treasure Vault, page 59.

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Greater Bloodbane

Rune 13

uncommon dwarf evocation magical 

Price 2,800 gp

Usage etched onto a clan dagger

Category Rune

A bloodbane clan dagger is especially vicious against the ancestral enemies of the clan. When you damage an appropriate type of creature with the weapon, that creature takes 1 persistent bleed damage. The type of creature depends on the clan that made the dagger, but is typically drow, duergar, giant, or orc.

In addition, whenever you inflict persistent bleed damage with a bloodbane weapon (whether from its innate ability or in some other way), the weapon leaves ragged wounds. The bleeding creature must succeed at a DC 25 Fortitude save or become sickened 1. The creature is then temporarily immune for 1 hour.

The weapon deals 1d4 bleed damage to creatures designated as the clan's enemy, and the DC of the Fortitude save to avoid becoming sickened is 30.

Main Item: Bloodbane

Age of Ashes #4: Fires of the Haunted City, page 73.

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Greater Bloodhound Mask

Item 11

alchemical consumable 

Price 250 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

This wide, single-use mask is designed to be slipped over your mouth and nose and its alchemical filter activated all with one hand. Once activated, the mask sharpens odors, giving you imprecise scent with the listed range. You can't wear other masks while you're wearing a bloodhound mask.

When you use Survival to Track a creature by its scent, your proficiency bonus is equal to your level even if you're untrained, and the mask grants you the listed item bonus to your Survival check. The GM sets the Survival DC based on the area's ability to hold scent rather than on visual clues, as normal for using scent.

The range is 60 feet, the item bonus is +3, and the duration is 8 hours.

Main Item: Bloodhound Mask

Advanced Player’s Guide, page 254.

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Greater Bomber's Eye Elixir

Item 14

alchemical consumable elixir 

Price 700 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb Strikes reduce the circumstance bonus to AC your targets gain from cover by 2.

Main Item: Bomber's Eye Elixir

Core Rulebook, page 547.

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Greater Boots of Bounding

Item 14

invested magical transmutation 

Price 4,250 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.

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

Main Item: Boots of Bounding

Core Rulebook, page 606.

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Greater Boots of Elvenkind

Item 11

invested magical transmutation 

Price 1,250 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.

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.

Main Item: Boots of Elvenkind

Core Rulebook, page 606.

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Greater Boreal Staff

Item 12

evocation magical staff 

Price 2,750 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.

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

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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Greater Bottled Lightning

Item 11

alchemical bomb consumable electricity splash 

Price 250 gp

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. The bomb deals 3d6 electricity damage and 3 electricity splash damage. On a hit, the target becomes flat-footed until the start of your next turn. You gain a +2 item bonus to attack rolls.

Main Item: Bottled Lightning

Core Rulebook, page 545.

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Greater Bottled Sunlight

Item 12

alchemical bomb consumable fire light positive splash 

Price 360 gp

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.

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

Main Item: Bottled Sunlight

Book of the Dead, page 18.

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Greater Boulder Seed

Item 18

alchemical bomb consumable splash 

Price 3,600 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 +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.

Main Item: Boulder Seed

Treasure Vault, page 44.

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Greater Bracers of Missile Deflection

Item 9

abjuration invested magical 

Price 650 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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Greater Bralani Breath

Item 9

catalyst consumable magical 

Price 110 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 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.

Main Item: Bralani Breath

Treasure Vault, page 74.

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Greater Bravo's Brew

Item 15

alchemical consumable elixir mental 

Price 700 gp

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 a +3 item bonus to Will saves, or +4 when attempting Will saves against fear. If you roll a success on a save against fear, you get a critical success instead.

Main Item: Bravo's Brew

Core Rulebook, page 547.

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Greater Breastplate of Command

Item 18

enchantment invested magical 

Price 22,000 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.

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

Main Item: Breastplate of Command

Core Rulebook, page 557.

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Greater Breath Blaster

Item 14

uncommon evocation magical 

Price 4,500 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).

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

Main Item: Breath Blaster

Guns & Gears, page 154.

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Greater Brewer's Regret

Item 14

uncommon alchemical consumable 

Price 625 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 +3 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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Greater Brightbloom Posy

Item 11

conjuration magical plant spellheart 

Price 1,300 gp

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 .

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 .
Main Item: Brightbloom Posy

Treasure Vault, page 125.

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