Items: G (Part 5 of 10)

60 items, from Greater Dust of Corpse Animation to Greater Healer's Gloves.

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

Greater Dust of Corpse Animation · Greater Eagle-Eye Elixir · Greater Elemental Ammunition · Greater Elixir of Life · Greater Emetic Paste · Greater Endless Grimoire · Greater Energy Mutagen · Greater Energy Mutagen · Greater Energy-Resistant · Greater Enigma Mirror · Greater Entertainer's Lute · Greater Enveloping Light · Greater Etheric Essence Disruptor · Greater Euphoric Loop · Greater Everyneed Pack · Greater Everyneed Pack · Greater Explosive Ammunition · Greater Explosive Mine · Greater Exsanguinating Ammunition · Greater Extending · Greater Eye of the Unseen · Greater Eye Slash · Greater Faith Tattoo · Greater False Death Vial · Greater Fanged · Greater Fearsome · Greater Fire and Iceberg · Greater Firestarter Pellets · Greater Five-Feather Wreath · Greater Flame Tongue · Greater Flaming · Greater Flaming Star · Greater Flare Beacon · Greater Floating Shield · Greater Focus Cathartic · Greater Folding Boat · Greater Fortification · Greater Frost · Greater Frost Vial · Greater Fury Cocktail · Greater Gearbinder Oil · Greater Gecko Pads · Greater Ghost Charge · Greater Ghostcaller's Planchette · Greater Goggles of Night · Greater Golden Branding Iron · Greater Golden Silencer · Greater Golden-Cased Bullet · Greater Goo Grenade · Greater Goz Mask · Greater Goz Mask · Greater Grim Sandglass · Greater Grudgestone · Greater Guardian Staff · Greater Hat of Disagreeable Disguise · Greater Hat of Disguise · Greater Hat of the Magi · Greater Hauling · Greater Healer's Gel · Greater Healer's Gloves

Greater Dust of Corpse Animation

Item 16

uncommon consumable magical necromancy 

Price 1,500 gp

Usage held in 2 hands

Activate [>>] Interact

Category Consumable

This black pouch contains what appears to be fine bone dust.

Pouring the dust in a special pattern over a corpse turns it into an undead creature. The type of undead created depends on the condition of the corpse, resulting in either a skeleton or a zombie (Bestiary 298 and 340, respectively). If the undead's level would be greater than 3, the dust fails to animate it. The body must be of an appropriate size and type for the undead you wish to create—for example, you must sprinkle the dust on a horse's skeleton to animate a skeletal horse. If more than one undead in the level range is appropriate, such as skeletal guard or skeletal champion for a Medium humanoid skeleton, you choose.

The animated undead has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation.

The undead creature remains animated for 1 minute before collapsing back into its corpse form. As usual, you can have a maximum of four minions under your control.

You can animate an undead with a level of 11 or lower.

Main Item: Dust Of Corpse Animation

Advanced Player’s Guide, page 257.

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Greater Eagle-Eye Elixir

Item 10

alchemical consumable elixir 

Price 200 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

After you drink this elixir, you notice subtle visual details. For the next hour, you gain a +3 item bonus to Perception checks, or +4 when attempting to find secret doors and traps.

Main Item: Eagle-eye Elixir

Core Rulebook, page 548.

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Greater Elemental Ammunition

Item 11

alchemical consumable splash 

Price 210 gp

Ammunition any

Activate [>] Interact

Category Consumable

When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type.

The ammunition deals 3d4 persistent damage and 3 splash damage.

Main Item: Elemental Ammunition

Treasure Vault, page 42.

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Greater Elixir of Life

Item 13

alchemical consumable elixir healing 

Price 600 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Elixirs of life accelerate the body's natural healing processes and immune system. Upon drinking this elixir, you regain 7d6+18 Hit Points and gain a +2 item bonus to saving throws against diseases and poisons for 10 minutes.

Main Item: Elixir of Life

Core Rulebook, page 548.

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Greater Emetic Paste

Item 14

alchemical consumable healing 

Price 700 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within reach, typically on the throat. The paste makes it easy for the sickened creature to purge, granting it an immediate Fortitude save to reduce its sickened condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the sickened condition for 1 hour.

The bonus is +4.

Main Item: Emetic Paste

Treasure Vault, page 53.

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Greater Endless Grimoire

Item 10

divination grimoire magical 

Price 900 gp

Bulk L

Category Grimoire

When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +2 item bonus to checks to Learn a Spell if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 3rd-level spell.

Main Item: Endless Grimoire

Secrets of Magic, page 162.

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Greater Energy Mutagen

Item 11

uncommon alchemical consumable elixir mutagen polymorph 

Price 300 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire.

When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts.

Benefit For an hour after consuming the elixir, you gain resistance 15 to the attuned energy type. Whenever you score a hit with a melee weapon, add 1d6 damage of the attuned energy type. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy that deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (DC 25 basic Reflex save).

Drawback You gain weakness 5 to the other three energy types.

Main Item: Energy Mutagen

The Fall of Plaguestone, page 56.

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Greater Energy Mutagen

Item 11

alchemical consumable elixir mutagen polymorph 

Price 300 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts.

Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type.

Drawback You gain weakness 5 to the other three energy types.

You gain resistance 15, add 1d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 8d6) to each creature in the area, with a DC 25 basic Reflex save.

Main Item: Energy Mutagen

Treasure Vault, page 60.

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Greater Energy-Resistant

Rune 12

abjuration magical 

Price 1,650 gp

Usage etched onto armor

Category Rune

These symbols convey protective forces from the Elemental Planes. You gain resistance 5 to acid, cold, electricity, or fire.

The crafter chooses the damage type when creating the rune.

Multiple energy-resistant runes can be etched onto a suit of armor; rather than using only the highest-level effect, each must provide resistance to a different damage type. For instance, a +2 acid-resistant greater fire-resistant breastplate would give you acid resistance 5 and fire resistance 10.

You gain resistance 10 to the specified damage type.

Main Item: Energy-Resistant

Core Rulebook, page 582.

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Greater Enigma Mirror

Item 10

illusion magical spellheart 

Price 950 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language.

The spell DC of any spell cast by activating this item is 23.

Activate Cast a Spell; Effect You cast forbidding ward.
Activate Cast a Spell; Frequency once per day; Effect You cast mirror image.

The spell DC is 27.

Activate Cast a Spell; Frequency once per day; Effect You cast mirror's misfortune .
Main Item: Enigma Mirror

Treasure Vault, page 125.

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Greater Entertainer's Lute

Item 8

coda enchantment occult staff 

Price 460 gp

Usage held in 2 hands; Bulk L

Category Coda

This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you're currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it's favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to Diplomacy and Performance checks.

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: Entertainer's Lute

Treasure Vault, page 136.

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Greater Enveloping Light

Item 9

uncommon invested magical necromancy positive tattoo 

Price 650 gp

Usage tattoo

Category Tattoo

This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that bolsters your body and soul. The first time each day that someone attempts to Treat your Wounds and rolls a critical failure, they get a failure instead.

Activate [>>] command; Frequency once per day; Effect For 5 rounds, your entire body begins to glow, with the effects of a 1st-level light spell. At the end of each of your turns during this time, you regain 1d4 Hit Points.

Any time someone rolls a critical failure to Treat your Wounds, they get a failure instead. The glow has the effects of a 4th-level light spell, and you regain 2d8 Hit Points per round.

Main Item: Enveloping Light

LOTGB, page 38.

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Greater Etheric Essence Disruptor

Item 11

uncommon consumable gadget 

Price 1,400 gp

Usage held in 1 hand; Bulk 1

Activate [>>] Interact

Category Consumable

An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Voltaic etheric-spirit singers, though without the need for a Voltaic coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active divine or occult spell within 60 feet, with a +18 counteract modifier and counteract level of 6.

Main Item: Etheric Essence Disruptor

Guns & Gears, page 68.

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Greater Euphoric Loop

Item 13

catalyst consumable magical 

Price 450 gp

Usage held in 1 hand; Bulk L

Activate Cast a Spell

Category Consumable

This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a charm spell, the enchantment creates a blissful experience for one target of your choice.

When the spell ends, even if you Dismiss it, the sudden mental dissonance between the charmed state and reality forces the target to attempt a Will save against your spell DC.

Critical Success The target is unaffected.Success The target is stunned 1 or, if the spell ended because of a hostile action, confused for 1 round.Failure The target is stunned 2 or, if the spell ended because of a hostile action, confused for 1 round.Critical Failure The target is stunned 3 or, if the spell ended because of a hostile action, confused for 2 rounds.

The catalyst affects all targets of the charm spell, up to 10.

Main Item: Euphoric Loop

Treasure Vault, page 74.

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Greater Everyneed Pack

Item 7

uncommon conjuration invested magical 

Price 100 gp

Usage worn on belt

Category Worn Item

Constructed of green material and decorated with a white Glyph of the Open Road, a dozen or more small pockets line the inside of this pack. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of any kind of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack empties after 8 gp worth of items of your choice are removed, after which it becomes a mundane backpack.

Activate 1 minute (Interact); Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less.

The pack's pocket contain mundane gear worth no more than 5 gp each. You can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack empties after 45 gp worth of items are removed.

Main Item: Everyneed Pack

LOPSG, page 86.

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Greater Everyneed Pack

Item 7

uncommon conjuration invested magical 

Price 100 gp

Usage worn backpack; Bulk 1

Category Worn Item

Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 8 gp have been removed from it.

Activate 1 minute (Interact); Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less.

A pocket contains mundane gear worth no more than 5 gp each. When you activate the pack, you can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack becomes a mundane backpack after 45 gp worth of items are removed.

Main Item: Everyneed Pack

Treasure Vault, page 145.

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Greater Explosive Ammunition

Item 13

consumable evocation fire magical 

Price 520 gp

Ammunition any

Activate [>] Interact

Category Ammunition

This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, dealing 10d6 fire damage to each creature in the area (including the target). Each creature must attempt a DC 30 basic Reflex save.

Main Item: Explosive Ammunition

Core Rulebook, page 559.

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Greater Explosive Mine

Item 12

uncommon consumable gadget 

Price 400 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Consumable

When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use Stealth to Conceal an Object before you Activate the mine. If you don't Conceal the mine, its position is obvious at a glance.

Once activated, the mine is primed to explode when enough pressure is placed on the square where it's located.

Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing 12d6 fire damage to any creatures in a 5-foot emanation with a DC 29 basic Reflex save.

Main Item: Explosive Mine

Guns & Gears, page 69.

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Greater Exsanguinating Ammunition

Item 8

alchemical consumable 

Price 80 gp

Ammunition any

Activate [>] Interact

Category Consumable

This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains weakness 3 to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration.

Main Item: Exsanguinating Ammunition

Guns & Gears, page 170.

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Greater Extending

Rune 13

magical transmutation 

Price 3,000 gp

Usage etched onto a melee weapon

Category Rune

An extending rune allows you to extend your weapon to impossible lengths.

Activate [>>] Interact; Effect You extend your weapon for an instant, giving you an impossible reach. You Strike with the weapon, and you have reach <60 feet> for the Strike.

The activation grants you reach <120 feet> for the Strike.

Main Item: Extending

Secrets of Magic, page 184.

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Greater Eye of the Unseen

Item 14

divination invested magical 

Price 4,000 gp

Usage worn; Bulk L

Category Prosthesis Assistive Item

This prosthetic eye was designed by elven crafters but comes in a range of appearances for different ancestries.

While wearing the eye, you gain a +1 item bonus to visual Perception checks.

Activate [>>] command, envision; Frequency once per day; Effect You focus on the eye to see the unseen. The eye casts see invisibility on you.

This functions as the eye of the unseen, except the item bonus is +2 and it casts a 5th-level see invisibility on you.

Main Item: Eye Of The Unseen

LOTGB, page 73.

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Greater Eye Slash

Item 4

divination invested magical tattoo 

Price 100 gp

Usage tattooed on the body; Bulk —

Category Tattoo

Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye.

The tattoo also grants you a +1 item bonus to Perception checks that involve sight.

Main Item: Eye Slash

Treasure Vault, page 120.

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Greater Faith Tattoo

Item 8

divine invested tattoo 

Price 425 gp

Usage tattooed on the body; Bulk —

Prerequisites worshipper of a deity, alignment matching the deity's follower alignments

Category Tattoo

You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit.

If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter.

Activate Cast a Spell; Frequency once per day; Effect The tattoo casts harm, heal, or the 1st-level spell from your deity's cleric spells. You can choose harm or heal only in accord with the deity's divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Also, the tattoo has as a trait the school of the spell the tattoo can cast.

The spell is 3rd level, and its DC is 24.

Craft Requirements silver worth 2 gp to include in the ink

Main Item: Faith Tattoo

Treasure Vault, page 120.

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Greater False Death Vial

Item 16

uncommon conjuration consumable magical talisman 

Price 2,000 gp

Usage affixed to explorer's clothing (or another item in the unarmored defense category); Bulk —

Activate [F] envision; Trigger You would be reduced to 0 Hit Points by damage but not immediately killed; Requirements You are unarmored.

Category Talisman

This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing.

When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your wounded condition increases by 1, and the talisman casts drop dead on you. You and any items you're wearing and holding are instantly transported from your current space to a clear space of your choice within range. You take no damage from the triggering effect. If you are carrying another creature (even one contained inside an extradimensional container), it's left behind in your original space.

The talisman also teleports you to a clear space of your choice that you can see within 120 feet. This also transports any items you're wearing and holding with you, but if this would bring another creature with you—even if you're carrying it in an extradimensional container—the teleportation is canceled.

This effect has the teleportation trait.

Main Item: False Death Vial

Treasure Vault, page 93.

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Greater Fanged

Rune 8

uncommon magical transmutation 

Price 425 gp

Usage etched onto a melee weapon

Category Rune

When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged weapon in your mouth, you can transform into an animal.

Activate [>] Interact (magical, polymorph, transmutation); Effect You transform into a Small or Medium animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the two-hand trait, you are holding the weapon in two hands. You can Dismiss this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition).

In animal form, you gain low-light vision and a +5-foot item bonus to your Speed.

Main Item: Fanged

LOTGB, page 106.

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Greater Fearsome

Rune 12

emotion enchantment fear magical mental 

Price 2,000 gp

Usage etched onto a weapon

Category Rune

When you critically hit with this weapon, the target becomes frightened 2.

Main Item: Fearsome

Advanced Player’s Guide, page 260.

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Greater Fire and Iceberg

Item 12

uncommon alchemical consumable 

Price 350 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Fiery Anulite paprika, sunrise cinnamon, and winterbite are hidden inside this salad's translucent leaves, bringing the cool of snow and the heat of steam to every bite. The dueling sensations make some diners sweat and others shiver, but all leave with a lasting sense of heat and cold that make other sources pale in comparison. When you consume the salad, you gain resistance 10 to fire and cold for 5 minutes.

Main Item: Fire And Iceberg

LOTGB, page 46.

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Greater Firestarter Pellets

Item 10

catalyst consumable magical 

Price 175 gp

Usage held in 1 hand; Bulk L

Category Consumable

These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a firestarter pellet to a fireball spell produces clinging flames that deal persistent fire damage to all who fail the saving throw against the effect (doubling on a critical failure).

Main Item: Firestarter Pellets

Secrets of Magic, page 168.

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Greater Five-Feather Wreath

Item 8

air magical spellheart transmutation 

Price 425 gp

Usage affixed to armor or a weapon

Category Spellheart

Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by Activating this item is +14, and the spell DC is 24.

Activate Cast a Spell; Effect You cast gale blast.
Activate Cast a Spell; Frequency once per day; Effect You cast wall of wind.
Main Item: Five-feather Wreath

Secrets of Magic, page 170.

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Greater Flame Tongue

Item 17

evocation fire magical 

Price 13,800 gp

Usage held in 1 hand; Bulk 1

Category Weapon

This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius.

Activate [>>] command, Interact; Effect You cast the produce flame cantrip from the sword as a 7th-level arcane spell, using your melee attack modifier with flametongue as your spell attack modifier.

This is a +3 greater striking greater flaming longsword. When you activate the sword to cast produce flame, the spell is 9th level.

Activate [>] command; Frequency once per day; Effect A 10-foot emanation of flame radiates from the greater flame tongue for 1 minute. All weapon and unarmed attacks by you and your allies within the area gain the effect of the flaming property rune.

Main Item: Flame Tongue

Core Rulebook, page 600.

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Greater Flaming

Rune 15

conjuration fire magical 

Price 6,500 gp

Usage etched onto a weapon

Category Rune

This weapon is empowered by flickering flame. The weapon deals an additional 1d6 fire damage on a successful Strike, plus 1d10 persistent fire damage on a critical hit.

Increase the persistent damage on a critical hit to 2d10. Fire damage dealt by this weapon (including the persistent fire damage) ignores the target's fire resistance.

Main Item: Flaming

Core Rulebook, page 584.

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Greater Flaming Star

Item 8

evocation fire magical spellheart 

Price 425 gp

Usage affixed to armor or a weapon

Category Spellheart

A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. The spell attack roll of any spell cast by Activating this item is +14, and the spell DC is 24.

Activate Cast a Spell; Effect You cast produce flame.
Activate Cast a Spell; Frequency once per day; Effect You cast fireball.
Main Item: Flaming Star

Secrets of Magic, page 170.

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Greater Flare Beacon

Item 10

uncommon consumable gadget 

Price 180 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact

Category Consumable

Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 100-foot radius and dim light in the next 100 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures within a 20-foot radius of the beacon must succeed at a DC 27 Fortitude save or be dazzled until they are no longer within 20 feet of it. Additionally, on a critical failure, they are also blinded for 1 round.

Main Item: Flare Beacon

Guns & Gears, page 69.

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Greater Floating Shield

Item 16

uncommon magical 

Price 9,000 gp

Usage strapped to 1 hand; Bulk L

Category Shield; Group Shield

A floating shield is usually carved with wing motifs. This buckler (Hardness 6, HP 24, BT 12) can protect you on its own.

Activate [>] Interact; Frequency once per day; Effect The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the Shield. Because you're not wielding the shield, you can't use reactions such as Shield Block with the shield, but you gain its benefits even when using both of your hands. After 1 minute, the shield drops to the ground, ending its floating effect. While the shield is adjacent to you, you can Interact to grasp it, ending its floating effect early.

You can activate the shield any number of times per day.

Main Item: Floating Shield

Core Rulebook, page 587.

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Greater Focus Cathartic

Item 12

alchemical consumable elixir healing 

Price 325 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Focus briefly calms your neurons, helping ease mental effects.

When you drink this elixir, the elixir attempts a counteract check with the listed counteract modifier to remove the confused or stupefied condition from a single source, using the source of that condition to determine the counteract level and DC.

The serum has a +19 counteract modifier.

Main Item: Focus Cathartic

Advanced Player’s Guide, page 253.

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Greater Folding Boat

Item 15

uncommon magical transmutation 

Price 6,000 gp

Usage held in 1 hand; Bulk 1

Category Held

This simple carved box can fold or unfold into a boat when activated.

Activate [>>] command, Interact; Effect The folding boat can take two shapes. The first is a wooden box that's 12 inches long, 6 inches wide, and 4 inches high; it weighs 1 Bulk and can store up to 1 Bulk of items. The other form is a rowboat (Gamemastery Guide 179). If the chosen form can't fit in the space, it takes the largest shape that does fit. You can activate the boat again to revert it to its original shape.

If the boat is occupied, the item can't be activated. Much like a magical structure (Core Rulebook 596), a folding boat can't harm creatures when it unfolds and creatures within it are set aside harmlessly when it folds.

Any items that were stored inside the box appear in the boat or ship. Items stored on the boat or ship form that are too large to fit inside the box form are ejected from the vehicle and appear on the ground adjacent to the box.

A folding boat with the broken condition must be repaired before it can change form again.

A greater folding boat's alternate form is a cutter, rather than a rowboat, piloted and crewed by ethereal sailors. The ethereal sailors don't prevent you from activating the boat to return it to a box.

Main Item: Folding Boat

LOTGB, page 76.

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Greater Fortification

Rune 18

abjuration magical 

Price 24,000 gp

Usage etched onto medium or heavy armor

Category Rune

A fortification rune wards against the most deadly attacks.

Each time you're critically hit while wearing the etched armor, attempt a DC 17 flat check. On a success, it becomes a normal hit. This property thickens the armor, increasing its Bulk by 1 and the Strength required to reduce its penalties by 2.

The flat check DC is 14.

Main Item: Fortification

Core Rulebook, page 582.

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Greater Frost

Rune 15

cold conjuration magical 

Price 6,500 gp

Usage etched onto a weapon

Category Rune

This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 24 Fortitude save.

The save DC is 34. Cold damage dealt by this weapon ignores the target's cold resistance.

Main Item: Frost

Core Rulebook, page 584.

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Greater Frost Vial

Item 11

alchemical bomb cold consumable splash 

Price 250 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls.

Main Item: Frost Vial

Core Rulebook, page 545.

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Greater Fury Cocktail

Item 18

alchemical consumable elixir mutagen polymorph 

Price 4,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages.

Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created.

Reflex saves.

You gain a +4 item bonus to melee attack rolls, and the duration is 1 hour.

Main Item: Fury Cocktail

Treasure Vault, page 48.

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Greater Gearbinder Oil

Item 18

alchemical consumable incapacitation 

Price 4,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works.

The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, manipulate, or move trait, it must attempt a Fortitude save against a DC determined by the oil's type. A mechanism that's slowed 2 or more by gearbinder oil also can't use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue.

Critical Success The oil becomes inert, and the effect ends.Success The target reduces its slowed condition by 1. If the slowed condition's value is 0, the effect ends.Failure The target increases its slowed condition by 1, to a maximum of slowed 3.Critical Failure The target increases its slowed condition by 2, to a maximum of slowed 3.

The DC for saves is 38.

Main Item: Gearbinder Oil

Treasure Vault, page 54.

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Greater Gecko Pads

Item 9

uncommon clockwork consumable gadget 

Price 125 gp

Usage worn (attached to handwear or hands); Bulk L

Activate [>>] Interact

Category Consumable

Gecko pads are thin, clockwork devices shaped like palms, which can be strapped onto existing handwear or a creature's hands. When activated, they whir to life and improve your grip on surfaces, while slowly releasing a sticky substance stored within the device's surface to help you climb. The pads give you a climb Speed equal to your Speed as long as your hands are free.

The climb Speed lasts for 1 hour.

Main Item: Gecko Pads

Guns & Gears, page 70.

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Greater Ghost Charge

Item 11

alchemical bomb consumable positive splash 

Price 250 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed positive damage and splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls.

You gain a +2 item bonus to attack rolls. The bomb deals 3d8 positive damage and 3 positive splash damage, and the target is enfeebled 2 until the start of your next turn.

Main Item: Ghost Charge

Advanced Player’s Guide, page 253.

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Greater Ghostcaller's Planchette

Item 18

magical necromancy spellheart 

Price 21,000 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

This miniature wooden planchette is engraved with symbols designed to attract spirits. When affixed, the symbols begin to glow, and the planchette turns slightly insubstantial. The spell DC of any spell cast by activating this item is 29.

Activate Cast a Spell; Effect You cast chill touch.
Activate Cast a Spell; Frequency once per day; Effect You cast invoke spirits .

The resistance when affixed to armor is 10. When the planchette is affixed to a weapon, casting a necromancy spell by activating the planchette grants the weapon the effects of both the ghost touch and greater disrupting property runes. The spell DC is 38.

Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level invoke spirits.
Activate Cast a Spell; Frequency once per day; Effect You cast tempest of shades .
Main Item: Ghostcaller's Planchette

Treasure Vault, page 125.

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Greater Goggles of Night

Item 11

invested magical transmutation 

Price 1,250 gp

Usage worn eyepiece; Bulk —

Category Worn Item

The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight.

Activate [>] Interact; Frequency once per day; Effect Rotating the lenses 90 degrees, you gain darkvision for 1 hour.

The item bonus is +2, and the darkvision lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first.

Main Item: Goggles of Night

Core Rulebook, page 610.

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Greater Golden Branding Iron

Item 9

uncommon consumable magical talisman transmutation 

Price 120 gp

Usage affixed to a two-handed firearm or crossbow; Bulk —

Activate [F] envision; Trigger You hit a target with a ranged Strike with the affixed weapon; Requirements You're an expert with the affixed weapon.

Category Talisman

This talisman is a gold-plated brand that can be affixed to a ranged weapon's stock. When you activate a golden branding iron, you mark the target with your magical sigil.

Your arcane sigil fades naturally over the course of a year.

Main Item: Golden Branding Iron

OoA2, page 76.

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Greater Golden Silencer

Item 10

uncommon consumable illusion magical talisman 

Price 200 gp

Usage affixed to a firearm; Bulk L

Activate [>] Interact; Requirements You're an expert in

Category Talisman

Stealth.

The Golden Gunners are dreaded for their use of their golden silencers, which they put to good use in clandestine raids. They silence both the loud gunshot and the screams of creatures wounded by its shot. A weapon with a golden silencer attached emits no light and makes no noise when fired. A target hit by a ranged Strike from the affixed weapon must succeed at a DC 20 Fortitude save or be silenced as well until the start of its next turn. A silenced creature can't call for help or use sonic abilities, nor can it use abilities with the auditory trait. This prevents it from casting spells that include verbal components.

The save DC is 27, and the silence effect on the target creature lasts for up to 1 minute. The silenced creature can attempt a new Fortitude save at the end of each of its turns to end the duration early.

Main Item: Golden Silencer

OoA2, page 76.

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Greater Golden-Cased Bullet

Item 10

uncommon consumable divination magical 

Price 200 gp

Ammunition round

Activate [>] envision

Category Consumable

The magic-infused metal of this bullet's golden casing allows it to curve just a bit in flight once the bullet has been fired, allowing you to ignore the bonus to AC granted to a target in lesser cover.

You ignore the bonus to AC granted to a target in standard or lesser cover.

Main Item: Golden-Cased Bullet

OoA2, page 76.

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Greater Goo Grenade

Item 11

uncommon alchemical bomb consumable splash 

Price 250 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes persistent acid damage and a circumstance penalty to its Speeds from the clinging goo. The target can end any penalties, conditions, and persistent damage caused by the bomb by Escaping or spending a total of 3 Interact actions to pry themselves free of the ooze. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well.

You gain a +2 item bonus to attack rolls. The target takes 3d4 acid damage, 3 persistent acid damage, and 3 acid splash damage. They take a –10-foot circumstance penalty to their Speeds. The Escape DC is 26.

Main Item: Goo Grenade

LOIL, page 306.

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Greater Goz Mask

Item 6

uncommon invested magical transmutation 

Price 240 gp

Usage worn mask

Category Worn Item

Originally designed by a fanatical sect of Grubaefaliax priests, goz masks were designed to help navigate the area around the Eye of Noulotak. The masks couldn't contend with the might of the storm, but they remain in use by people all around the Falalugreid Expanse. These masks are typically made of wood and crafted to sport round, exaggerated features.

Activate [>] Interact; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute.

The effect lasts for 10 minutes.

Main Item: Goz Mask

Strength of Thousands #1: Kindled Magic, page 73.

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Greater Goz Mask

Item 6

invested magical transmutation 

Price 240 gp

Usage worn mask; Bulk —

Category Worn Item

Originally designed by a sect of Grubaefaliax priests, goz masks were designed to help navigate the area around the Eye of Noulotak. The masks couldn't contend with the might of the storm, but people all around the Falalugreid Expanse still use them. These masks are typically made of wood and sport round, exaggerated features.

Activate [>] Interact; Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute.

The effect lasts for 10 minutes.

Main Item: Goz Mask

Treasure Vault, page 154.

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Greater Grim Sandglass

Item 8

magical necromancy spellheart 

Price 450 gp

Usage affixed to armor or a weapon

Category Spellheart

One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow to keep the two sides in equilibrium. The spell DC of any spell cast by Activating this item is 24.

Activate Cast a Spell; Effect You cast chill touch.
Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level harm or heal.
Main Item: Grim Sandglass

Secrets of Magic, page 171.

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Greater Grudgestone

Item 15

consumable evocation magical talisman 

Price 900 gp

Usage affixed to a weapon; Bulk —

Activate [F] envision; Trigger A creature critically hits you.

Category Talisman

This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of cloth wrapped around its grip. When you Activate the grudgestone, your Strikes with the affixed weapon against the triggering creature gain a +3 status bonus to damage rolls for 1 minute or until the target dies, whichever comes first.

The bonus is +5.

Main Item: Grudgestone

Treasure Vault, page 94.

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Greater Guardian Staff

Item 10

magical necromancy staff 

Price 900 gp

Usage held in 1 hand; Bulk 1

Category Staff

A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff's spells.

Activate [>] envision; Effect You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 circumstance bonus to AC until the start of your next turn. If you use this action again, any creature you previously granted this bonus to loses it.
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: Guardian Staff

Treasure Vault, page 132.

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Greater Hat of Disagreeable Disguise

Item 7

rare cursed illusion invested magical 

Usage worn headwear; Bulk —

Category Worn Item

This elegant hat appears to be and functions as a hat of disguise. When you invest the hat, it fuses to you.

Activate 1 minute (Interact); Frequency once per day; Effect Like a hat of disguise, the hat casts a 1st-level illusory disguise spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you're trying to sneak past guards or lending you the seeming of a pauper if you're trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won't. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can't Dismiss the spell.

You can Activate the hat as a 2-action activity any number of times per day, the illusory disguise is 2nd level (allowing it to malfunction with sound and smell), and the DC is 23.

Main Item: Hat of Disagreeable Disguise

Treasure Vault, page 191.

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Greater Hat of Disguise

Item 7

illusion invested magical 

Price 340 gp

Usage worn headwear; Bulk —

Category Worn Item

This ordinary-looking hat allows you to cloak yourself in illusions.

Activate 1 minute (Interact); Frequency once per day; Effect The hat casts a 1st-level illusory disguise spell on you.

While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear.

You can activate the hat as a 2-action activity, you can activate it any number of times per day, and the illusory disguise is 2nd level.

Main Item: Hat of Disguise

Core Rulebook, page 611.

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Greater Hat of the Magi

Item 9

arcane conjuration invested 

Price 650 gp

Usage worn headwear; Bulk —

Category Worn Item

This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. It grants you a +1 item bonus to Arcana checks and allows you to cast the prestidigitation cantrip as an arcane innate spell.

This larger, fancier hat grants a +2 bonus and can be activated.

Activate [>>>] Cast a Spell; Frequency once per day; Effect You cast a 4th-level arcane summon elemental spell.

Main Item: Hat of the Magi

Core Rulebook, page 611.

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Greater Hauling

Rune 11

uncommon evocation magical 

Price 1,300 gp

Usage etched onto a weapon

Category Rune

Hauling weapons are adept at moving creatures around the battlefield after a successful attack.

Activate [R] Command; Frequency once per hour; Trigger You succeed at an attack roll to Strike with a weapon with the hauling rune; Effect The target must succeed at a DC 20 Reflex save or be moved 5 feet in a direction you choose.

This is forced movement.

The DC is 28, and the target is moved up to 10 feet.

Main Item: Hauling

LOTGB, page 80.

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Greater Healer's Gel

Item 13

catalyst consumable magical 

Price 500 gp

Usage held in 1 hand; Bulk L

Category Consumable

An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a heal spell grants 15 temporary Hit Points to one target healed by the spell. These temporary Hit Points last for 1 minute.

Main Item: Healer's Gel

Secrets of Magic, page 168.

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Greater Healer's Gloves

Item 9

invested magical necromancy 

Price 700 gp

Usage worn gloves; Bulk L

Category Worn Item

These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.

Activate [>] Interact; Frequency once per day; Effect You can soothe a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can't harm undead with this healing.

The gloves provide a +2 bonus and restore 4d6+15 Hit Points.

Main Item: Healer's Gloves

Core Rulebook, page 612.

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