Items: G (Part 6 of 10)

60 items, from Greater Healing Potion to Greater Ooze Ammunition.

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

Greater Healing Potion · Greater Healing Vapor · Greater Helm of Underwater Action · Greater Holy Prayer Beads · Greater Horseshoes of Speed · Greater Impact Foam Chassis · Greater Impactful · Greater Implosion Dust · Greater Impossible Cake · Greater Indomitable Keepsake · Greater Insight Coffee · Greater Insistent Door Knocker · Greater Invisibility · Greater Jolt Coil · Greater Judgment Thurible · Greater Juggernaut Mutagen · Greater Junk Bomb · Greater Khorotond's Elixir · Greater Knapsack of Halflingkind · Greater Krothund Mask · Greater Krothund Mask · Greater Kroumoredind's Ring · Greater Librarian Staff · Greater Library Robes · Greater Life Shot · Greater Life-Boosting Oil · Greater Lightweave Scarf · Greater Linguist's Dictionary · Greater Liquid Gold · Greater Lodestone Bomb · Greater Lucky Draw Bandolier · Greater Lyrakien Staff · Greater Maekuth's Staff · Greater Maestro's Instrument · Greater Magnetic Shot · Greater Magnetic Suit · Greater Magnetite Scope · Greater Magnifying Scope · Greater Malleable Mixture · Greater Marvelous Medicines · Greater Mask of the Banshee · Greater Material Essence Disruptor · Greater Medusa's Scream · Greater Menacing · Greater Messenger's Ring · Greater Metalmist Sphere · Greater Meteor Shot · Greater Midday Lantern · Greater Mirror Goggles · Greater Mistform Elixir · Greater Moonlit Spellgun · Greater Necrotic Bomb · Greater Noxious Incense · Greater Numbing Tonic · Greater Oil of Object Animation · Greater Oil of Ownership · Greater Oil of Unlife · Greater Oil of Weightlessness · Greater Olfactory Obfuscator · Greater Ooze Ammunition

Greater Healing Potion

Item 12

consumable healing magical necromancy potion 

Price 400 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain 6d8+20 Hit Points.

Main Item: Healing Potion

Core Rulebook, page 563. Reprinted in BB.

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Greater Healing Vapor

Item 12

alchemical consumable healing 

Price 400 gp

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Consumable

Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery.

When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows.

Each creature regains 2 Hit Points every minute and gets a +2 bonus.

Main Item: Healing Vapor

Treasure Vault, page 54.

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Greater Helm of Underwater Action

Item 13

invested magical transmutation 

Price 2,700 gp

Usage worn headwear; Bulk L

Category Worn Item

A helm of underwater action is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and speak clearly underwater. You also have a +1 item bonus to Athletics checks to Swim.

Activate [>>>] command, envision, Interact; Frequency once per day; Effect You can breathe underwater for 8 hours.

During this time, you have a swim Speed equal to your land Speed.

The helm grants a +2 item bonus. Its activation lasts until your next daily preparations.

Main Item: Helm of Underwater Action

Treasure Vault, page 152.

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Greater Holy Prayer Beads

Item 11

uncommon divine healing necromancy positive 

Price 1,400 gp

Usage held in 1 hand; Bulk —

Category Held

This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity's religious symbol and iconography. The beads don't transform or function for an evil spellcaster.

Whenever you cast a divine spell from your own spell slots while holding the prayer beads, you recover 1 Hit Point; this is a positive healing effect. If the spell you cast was a healing spell, you can grant this additional healing to one of the spell's targets instead of yourself.

Activate Cast a Spell; Effect Cast bless or heal, each once per day.

You recover 1d4 Hit Points instead of 1 Hit Point when casting divine spells from your spell slots.

Change the beads' list of spells to the 4th-level versions of bless, divine wrath (matching one component of your deity's alignment), heal, neutralize poison, and remove disease. You can cast each of these once per day.

Craft Requirements You have a spellcasting class feature with the divine tradition.

Main Item: Holy Prayer Beads

Core Rulebook, page 573.

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Greater Horseshoes of Speed

Item 14

companion invested primal transmutation 

Price 4,250 gp

Usage worn horseshoes; Bulk 1

Category Companion

When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically.

The bonus to Speed is +10 feet, and the bonus to Athletics checks is +3.

Main Item: Horseshoes of Speed

Core Rulebook, page 604.

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Greater Impact Foam Chassis

Item 9

uncommon consumable gadget 

Price 150 gp

Usage worn over armor and clothes; Bulk L

Category Consumable

While you're wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The greater impact foam decreases the falling damage by up to 100 falling damage, taking damage equal to the amount of falling damage the foam reduced. The foam has 100 Hit Points. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you're surrounded in foam, you are immobilized and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an Escape DC of 15; a creature can also remove it by spending three Interact actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points.

Main Item: Impact Foam Chassis

Guns & Gears, page 70.

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Greater Impactful

Rune 17

evocation force magical 

Price 15,000 gp

Usage etched onto a weapon

Category Rune

This rune thrums with pure magical energy. Weapons with the rune deal an additional 1d6 force damage on a successful Strike. On a critical hit, you can choose to force the target to succeed at a DC 27 Fortitude save or be pushed 5 feet away from you.

The save DC is 37, and on a failed save, the foe is pushed 10 feet away from you.

Main Item: Impactful

Secrets of Magic, page 185.

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Greater Implosion Dust

Item 18

alchemical consumable 

Price 4,100 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It's effective at weakening water elementals, air elementals, oozes, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size.

Critical Success The dust becomes inert, and the creature returns to its normal size.Success The target increases in size one step, up to its normal size. If it's at its normal size after the increase, the effect ends.Failure The target decreases in size one step, to a minimum of Tiny. The reach of each of its Strikes decreases by 5 feet, to a minimum of 5 feet if the creature is Small or larger, or a minimum of 0 feet if the creature is Tiny.Shrinking also imposes a status penalty to the creature's physical melee damage. This penalty is –2 for every step lower than its normal size the creature is.Critical Failure As failure, but the target decreases in size by two steps.

The save DC is 38.

Main Item: Implosion Dust

Treasure Vault, page 54.

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Greater Impossible Cake

Item 9

uncommon alchemical consumable 

Price 25 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

This sleight-of-hand for the taste buds is flavored with absinthe and honey and always resembles something completely unlike a cake, from a pile of armor to a bowl of soup. Eating the cake gives you the confidence to make the impossible seem possible: for 30 minutes after the meal, you gain a +3 item bonus to your Deception checks to Impersonate, as well as to Lie to convince others that you possess knowledge about the type of item that the cake resembles.

Main Item: Impossible Cake

LOTGB, page 46.

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Greater Indomitable Keepsake

Item 9

abjuration consumable fortune magical talisman 

Price 120 gp

Usage affixed to armor; Bulk –

Activate [F] envision; Trigger You're critically hit by a firearm attack.

Category Talisman

This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 20, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can't reduce the damage below the amount it would deal on a normal hit.

Main Item: Indomitable Keepsake

Guns & Gears, page 185.

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Greater Insight Coffee

Item 19

alchemical consumable elixir 

Price 7,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation.

For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it (Advanced Player's Guide 58). You also gain an item bonus to checks to Recall Knowledge with a skill determined by the blend chosen when the item is crafted.

The item bonus is +4.

Main Item: Insight Coffee

Treasure Vault, page 49.

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Greater Insistent Door Knocker

Item 11

conjuration magical 

Price 1,250 gp

Usage held in 1 hand; Bulk 1

Category Held

This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. Placing the door knocker on the surface of a door (an Interact action) causes it to attach and remain in place. While in place, the door knocker whispers hints to you while you attempt to unlock the door, granting a +1 item bonus to Thievery checks to Pick a Lock.

Removing the door knocker from a surface requires you to use an Interact action.

Activate [>>] command, Interact; Frequency once per day; Effect You place the door knocker against a wall, floor, or ceiling. The door knocker fuses in place and creates a usable door within the surface. Any creature can move through the door normally, as if the door had always been there. The door can penetrate up to 1 foot of material, so thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. A thin layer of metal in a wall, floor, or ceiling also causes the effect to fail. You can use an Interact action to release the door knocker from the surface and return the surface to its previous shape.

The item bonus is +2, and the door knocker can penetrate up to 5 feet of material when activated.

Main Item: Insistent Door Knocker

LOCG, page 72.

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Greater Invisibility

Rune 10

illusion magical 

Price 1,000 gp

Usage etched onto light armor

Category Rune

Light seems to partially penetrate this armor.

Activate [>] command; Frequency once per day; Effect Whispering the command word, you become invisible for 1 minute, gaining the effects of a 2nd-level invisibility spell.

You can activate the armor up to three times per day.

Craft Requirements Supply one casting of invisibility.

Main Item: Invisibility

Core Rulebook, page 583.

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Greater Jolt Coil

Item 8

electricity evocation magical spellheart 

Price 475 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17.

Activate Cast a Spell; Effect You cast electric arc.

Resistance when affixed to armor is 3, extra damage when affixed to a weapon is 1d6, and the spell DC is 24.

Activate Cast a Spell; Frequency once per day; Effect You cast lightning bolt.
Main Item: Jolt Coil

Treasure Vault, page 126.

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Greater Judgment Thurible

Item 17

evocation magical spellheart 

Price 14,000 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don't worship a deity or if your deity is true neutral. The spell DC of any spell cast by activating this item is 27.

Activate Cast a Spell; Effect You cast divine lance.
Activate Cast a Spell; Frequency once per day; Effect You cast divine wrath.

The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 35.

Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level divine wrath.
Activate Cast a Spell; Frequency once per day; Effect You cast divine decree.
Main Item: Judgment Thurible

Treasure Vault, page 126.

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Greater Juggernaut Mutagen

Item 11

alchemical consumable elixir mutagen polymorph 

Price 300 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

After you drink this mutagen, your body becomes thick and sturdy. You exhibit a healthy glow, though you tend to be ponderous and unobservant.

Benefit You gain +3 item bonus to Fortitude saves and 30 temporary Hit Points for 1 hour. When you roll a success on a Fortitude save, you get a critical success instead. Whenever you are at maximum Hit Points for at least 1 full minute, you regain the temporary Hit Points.

Drawback You take a –2 penalty to Will saves, Perception checks, and initiative rolls.

Main Item: Juggernaut Mutagen

Core Rulebook, page 548.

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Greater Junk Bomb

Item 11

uncommon alchemical bomb consumable splash 

Price 275 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A greater junk bomb deals 3d8 slashing damage, 3 persistent bleed damage, and 3 piercing splash damage. You gain a +2 item bonus to attack rolls.

Main Item: Junk Bomb

PFUM.

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Greater Khorotond's Elixir

Item 7

alchemical consumable elixir 

Price 55 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this elixir, you can High Jump or Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet).

The maximum vertical distance you can jump with a High Jump is the same as you can jump horizontally with a Long Jump.

Main Item: Khorotond's Elixir

Core Rulebook, page 549.

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Greater Knapsack of Halflingkind

Item 13

uncommon conjuration extradimensional healing invested magical 

Price 2,850 gp

Usage worn backpack; Bulk L

Category Worn Item

This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an extradimensional space equivalent to a type II bag of holding.

The second compartment has no lining. You can pull forth cookware and cooking utensils from it. Once they have been used to prepare a meal, the items transform into plates and silverware, and they evaporate once the meal has been eaten, taking any leftovers with them. The cookware reappears cleaned in the compartment 1 hour later. The compartment provides only kitchenware, not any food.

The third compartment is lined with plush purple velvet and contains berry tarts wrapped in parchment paper. A creature can unwrap and eat one tart with an Interact action to regain 2d8+4 Hit Points. The knapsack produces four tarts per day, which appear at breakfast time. Any tarts not eaten by the end of the day evaporate.

The berry tarts each restore 4d8+8 Hit Points, and the bag has two additional compartments, each of which can be Activated with an Interact action.

The fourth compartment is lined in golden velvet. Once per day, you can draw a lucky magic sling bullet from this compartment. If you attack with this sling bullet, you roll twice and use the better result on your attack roll and your damage roll. This is a fortune effect. The stone becomes non-magical if not hurled by the end of your turn. Once activated, this compartment stitches itself shut until the next day.

The bag's fifth compartment is lined in black wool. Once per day, you can unfold this compartment into a 5-foot-diameter portal on the ground. The first person to Step into the portal from an adjacent square is teleported away. This has the same effect as an 5th-level dimension door spell, except the affected creature takes the knapsack with them. When the portal is used, or at the start of your next turn if it hasn't been used, the compartment closes automatically and can't be unfolded until the next day.

Main Item: Knapsack of Halflingkind

Core Rulebook, page 612.

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Greater Krothund Mask

Item 9

uncommon invested magical transmutation 

Price 240 gp

Usage worn mask; Bulk L

Category Worn Item

Colorful, beaded krothund masks are most commonly found on the distant continent of Treithebal, but trade between the two regions means that they can be found in the Falalugreid Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties.

Activate [>] envision; Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent.

While this effect is active, creatures can't be concealed from you due to living plants, such as small trees, vines, and grass. This also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree.

The effect lasts for 1 minute.

The effect lasts for 10 minutes.

Main Item: Krothund Mask

Strength of Thousands #1: Kindled Magic, page 75.

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Greater Krothund Mask

Item 9

uncommon invested magical transmutation 

Price 600 gp

Usage worn mask; Bulk L

Category Worn Item

Colorful, beaded krothund masks are commonly found on the distant continent of Treithebal, but trade between the two regions means that they can also be found in the Falalugreid Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties.

Activate [>] envision; Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can't be concealed from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute.

The effect lasts for 10 minutes.

Main Item: Krothund Mask

Treasure Vault, page 155.

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Greater Kroumoredind's Ring

Item 9

illusion invested magical 

Price 670 gp

Usage worn; Bulk —

Category Worn Item

This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +2 item bonus to Deception checks.

Activate [>>] Interact; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a 2nd-level ventriloquism (DC 27).
Main Item: Kroumoredind's Ring

Core Rulebook, page 617.

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Greater Librarian Staff

Item 12

divination extradimensional magical staff 

Price 1,750 gp

Usage held in 1 hand; Bulk 1

Category Staff

A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves.

Activate [>>>] command, envision, Interact; Effect You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this activation to retrieve one text stored in the staff. The staff can store up to 50 texts.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

The staff can store up to 100 texts.

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

Main Item: Librarian Staff

Treasure Vault, page 133.

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Greater Library Robes

Item 12

invested magical transmutation 

Price 2,000 gp

Usage worn armor; Bulk L

Category Armor

These +1 resilient scroll robes magically store a spell for you.

During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' inscribed trait, but without needing to go through the normal scribing process.

You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe.

The armor is +2 resilient scroll robes, and the spell can be 6th level or lower.

Main Item: Library Robes

Treasure Vault, page 15.

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Greater Life Shot

Item 14

alchemical consumable healing 

Price 750 gp

Ammunition round

Activate [>] Interact

Category Consumable

Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it.

The ammunition restores 7d4+10 Hit Points, and the bonus is +2.

Main Item: Life Shot

Treasure Vault, page 43.

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Greater Life-Boosting Oil

Item 11

uncommon consumable healing magical necromancy oil 

Price 300 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

When you apply sticky, stinging life-boosting oil, you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not.

The oil grants fast healing 10.

Main Item: Life-Boosting Oil

Treasure Vault, page 86.

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Greater Lightweave Scarf

Item 15

illusion magical spellheart visual 

Price 5,500 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

The first of these strips of glittering cloth was worn by a monk from Vrutaen who would interweave it into his handwraps of mighty blows. The spell DC of any spell cast by activating this item is 24.

Activate Cast a Spell; Effect You cast dancing lights.
Activate Cast a Spell; Frequency once per day; Effect You cast hypnotic pattern.

The item bonus when affixed to armor is +2, and spell DC is 34.

Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level hypnotic pattern.
Activate Cast a Spell; Frequency once per day; Effect You cast vibrant pattern.
Main Item: Lightweave Scarf

Treasure Vault, page 127.

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Greater Linguist's Dictionary

Item 12

divination grimoire magical 

Price 1,750 gp

Bulk L

Category Grimoire

Bound in sturdy leather, this thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages.

Activate [F] envision; Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as comprehend languages or tongues; Effect The grimoire absorbs knowledge of one language translated this way (caster's choice if more than one), allowing its bearer to communicate on a rudimentary level in that language even after the spell's duration has elapsed. The linguist's dictionary can hold one language at a time.

The dictionary can hold three languages at a time.

Main Item: Linguist's Dictionary

Treasure Vault, page 112.

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Greater Liquid Gold

Item 8

uncommon consumable evocation magical talisman 

Price 80 gp

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

Activate [F] Interact; Trigger You roll for initiative; Requirements You're an expert in Stealth.

Category Talisman

This glass vial containing liquid gold is fastened to a weapon by a fine gold chain.

You load the weapon as you draw it.

Main Item: Liquid Gold

OoA2, page 77.

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Greater Lodestone Bomb

Item 18

alchemical bomb consumable force splash 

Price 4,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Lodestone bombs hold reactive ionized minerals preserved in a dormant state until broken. The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb's type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes persistent force damage and is clumsy 1 and enfeebled 1 while taking the persistent damage. The persistent damage can last up to 1 minute.

You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 force damage plus 3 force splash damage. The bomb deals 3d4 persistent force damage to applicable targets.

Main Item: Lodestone Bomb

Treasure Vault, page 44.

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Greater Lucky Draw Bandolier

Item 12

uncommon conjuration invested magical 

Price 2,000 gp

Usage worn; Bulk L

Category Holster Customization

This beige bandolier has a rectangular holster, which allows it to contain a standard-sized Harrow deck, and red pockets embroidered with goldwork in a strange but appealing mixture of Tobraid and Liativeirn motifs.

Activate [>] Interact; Frequency once per day; Effect You draw a card from the bandolier and Interact to load the card into a gun or crossbow you're wielding that requires 1 action to reload. The drawn card immediately transforms into magical ammunition with a type depending on the drawn card's suit, and a new copy of that card returns to the deck, ready to be drawn again.

When the card transforms into ammunition, it transforms into a firearm round or crossbow bolt appropriate for the weapon you chose to reload, even if magical ammunition of the drawn variety would normally be limited to ammunition of a different type (such as a storm arrow normally only being available in arrow form). Either draw a card from the Harrow deck or roll 1d6 to determine the suit of the card.

The result determines the type of magical ammunition the card becomes, as per the table below. Magical ammunition created this way lasts 10 minutes or until you fire it, whichever comes first.

You can activate a greater lucky draw bandolier once per hour instead of being able to activate it once per day.

d6 Ability (Suit) Ammunition 1 Strength (Hammer) Meteor shot (page 171) 2 Dexterity (Key) Storm arrow 3 Constitution (Shield) Corrosive ammunition 4 Intelligence (Book) Explosive shot 5 Wisdom (Star) Terrifying ammunition (Advanced Player's Guide 259) 6 Charisma (Crown) Fairy bullet (page 170)

Main Item: Lucky Draw Bandolier

Guns & Gears, page 180.

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Greater Lyrakien Staff

Item 10

evocation magical staff 

Price 920 gp

Usage held in 1 hand; Bulk 1

Category Staff

A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff, a silver shaft that sparkles with the gentle glow of starlight. Bregik first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff, you gain a +1 circumstance bonus on saving throws against incapacitation effects.

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

The circumstance bonus is +2.

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

Main Item: Lyrakien Staff

Treasure Vault, page 133.

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Greater Maekuth's Staff

Item 8

divination magical staff 

Price 450 gp

Usage held in 1 hand; Bulk 1

Category Staff

This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to checks to identify mental magic.

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: Maekuth's Staff

Core Rulebook, page 592.

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Greater Maestro's Instrument

Item 18

enchantment magical 

Price 19,000 gp

Usage held in 2 hands; Bulk 1

Category Held

A maestro's instrument can be crafted in the form of any variety of handheld musical instrument. A maestro's instrument grants you a +1 item bonus to Performance checks while playing music with the instrument.

Activate [>>] Interact; Frequency once per day; Effect You play the instrument, causing it to cast a DC 17 charm spell.

The item bonus is +3, and the charm spell is 8th level (DC 38).

Craft Requirements You must supply a casting of charm of the appropriate level.

Main Item: Maestro's Instrument

Core Rulebook, page 574.

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Greater Magnetic Shot

Item 17

consumable evocation magical 

Price 2,200 gp

Ammunition any

Activate [>] envision

Category Consumable

Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot. When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type.

The ammunition grants a +2 circumstance bonus to the attack roll, deals four additional weapon damage dice, and is deadly d12.

Main Item: Magnetic Shot

Treasure Vault, page 82.

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Greater Magnetic Suit

Item 10

aura consumable 

Price 200 gp

Usage worn over armor and clothes; Bulk 1

Activate [>>] Interact

Category Consumable

This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or repel.

While set to attract, you take a –2 item penalty to your AC against attacks made by metal weapons, while creatures within a 20-foot emanation other than you gain a +2 item bonus to their AC. If set to repel, you gain a +2 item bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +2 item bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a –2 item penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +2 item bonus to Athletics checks to Shove metal creatures, but you take a –2 item penalty to Climb metal objects and Grapple metal creatures.

Main Item: Magnetic Suit

Guns & Gears, page 71.

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Greater Magnetite Scope

Item 17

magical transmutation 

Price 16,000 gp

Usage attached ; Bulk L

Category Scope Customization

More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter weapon further than the weapon's natural capabilities. Furthermore, some of the floating magnetite inside the scope's structure can help you when attempting to determine the your allies' locations. The magnetite scope grants you a +2 item bonus to Survival checks to Sense Direction when using the scope to assist you in navigating. This scope can only be attached to firearms with the scatter trait.

Activate [>] Interact; Effect The next Strike you make this round with the gun to which the scope is attached has its scatter radius increased by 5 feet.

The item bonus is +3, and activating the scope increases the scatter radius by 10 feet.

Main Item: Magnetite Scope

Guns & Gears, page 181.

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Greater Magnifying Scope

Item 9

divination magical 

Price 800 gp

Usage attached ; Bulk L

Category Scope Customization

These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual Perception checks to Seek creatures through the scope.

Activate [>] Interact; Effect While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you're no longer wielding the weapon, whichever comes first.

The item bonus is +2, and activating the scope increases the range increment by 10 feet.

Main Item: Magnifying Scope

Guns & Gears, page 181.

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Greater Malleable Mixture

Item 14

uncommon alchemical consumable elixir 

Price 750 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your bones, muscles, and organs become vastly softer and more pliable. You can fit into and through small or narrow spaces as though you were 2 size smaller than your normal size (minimum Tiny), and you gain a +3 item bonus to your Fortitude and Reflex DCs against attempts to Grapple, Shove, or Trip you. The duration is 10 minutes.

Main Item: Malleable Mixture

LOTGB, page 19.

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Greater Marvelous Medicines

Item 18

magical necromancy 

Price 19,000 gp

Usage held in 2 hands; Bulk 1

Category Held

This set of healer's tools contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus to Medicine checks.

Activate [>] Treat Poison or 8 hours (Treat Disease); Effect You can activate the tools when you use them to Treat Poison in order to produce the effects of neutralize poison, or when you Treat Disease in order to produce the effects of remove disease. Once these medicines have been used to treat a patient's poison or disease, they can't be used again to treat the same affliction for that patient.

The tools grant a +3 item bonus, and the spells are heightened to 6th level.

Main Item: Marvelous Medicines

Core Rulebook, page 574.

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Greater Mask of the Banshee

Item 19

auditory invested magical necromancy negative 

Usage worn mask

Category Worn Item

This ice-blue half-mask is adorned with a wicked silver grin that covers the wearer's mouth, leaving the rest of the face uncovered. You gain a +2 item bonus to Intimidation checks.

Activate [>>] envision, Interact; Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 negative damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save).

The item bonus to Intimidation is +3. Activating a greater mask of the banshee casts a 9th-level wail of the banshee (DC 41) affecting all living creatures in the area.

Craft Requirements Supply a casting of wail of the banshee.

Main Item: Mask Of The Banshee

Advanced Player’s Guide, page 261.

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Greater Material Essence Disruptor

Item 11

uncommon consumable gadget 

Price 1,400 gp

Usage held in 1 hand; Bulk 1

Activate [>>] Interact

Category Consumable

A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active arcane or primal spell within 60 feet, with a +18 counteract modifier and counteract level of 6.

Main Item: Material Essence Disruptor

Guns & Gears, page 71.

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Greater Medusa's Scream

Item 16

magical transmutation 

Price 9,000 gp

Usage held in 1 hand; Bulk 1

Category Held

The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather cover to conceal the head.

Activate [>>] Interact (visual); Frequency once per day; Effect You reveal the medusa's face, focusing its gaze on one creature within 30 feet. The shield casts flesh to stone with a range of 30 feet.

A greater medusa's scream (Hardness 15, HP 60, BT 30) has a frequency of once per hour for its activation instead of once per day, and the DC is 35.

Craft Requirements The initial raw materials must include the head of a medusa.

Main Item: Medusa's Scream

Advanced Player’s Guide, page 261.

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Greater Menacing

Item 10

enchantment magical 

Price 900 gp

Usage applied any visible article of clothing

Category Rune

Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to Intimidation checks to Coerce others.

This rune grants a +2 item bonus and has an activation.

Activate [>>] command, Interact; Frequency once per day; Effect The rune casts a 3rd-level fear spell (DC 25).
Main Item: Menacing

Treasure Vault, page 144.

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Greater Messenger's Ring

Item 17

enchantment invested magical 

Price 13,500 gp

Usage worn; Bulk —

Category Worn Item

This silver signet ring changes to match the insignia of a lord or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to Diplomacy checks and lets you cast message as an arcane innate spell at will.

Activate 1 minute (envision); Frequency once per day; Effect The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the lord or organization represented by the ring.

The ring grants a +3 bonus and can be activated in an additional way.

Activate [>>>] command; Frequency once per hour; Effect The ring casts sending to your specifications.

Main Item: Messenger's Ring

Core Rulebook, page 613.

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Greater Metalmist Sphere

Item 13

uncommon alchemical consumable 

Price 500 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Consumable

This sphere contains small fragments of thunderstones within a colloidal suspension of a precious metal. When you twist the sphere, it creates an opaque mist in a 15-foot burst centered on one corner of your space. Creatures within that area are concealed, and all other creatures are concealed to them. Any creature with a weakness to the precious metal that starts its turn in the mist takes damage equal to its weakness. The mist lasts for 1 minute or until dispersed by a strong wind. Most metalmist spheres are filled with silver or cold iron, but more expensive versions containing other ingredients might exist.

Main Item: Metalmist Sphere

LOPSG, page 39.

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Greater Meteor Shot

Item 12

uncommon consumable evocation fire magical splash 

Price 400 gp

Ammunition round

Activate [>] Interact

Category Consumable

This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot, it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon's normal damage, the meteor shot deals 6d6 fire damage in a 10-foot emanation around the target (DC 29 basic Reflex save) and the ground in the area becomes difficult terrain.

In addition, the Strike gains the following critical failure effect.

Critical Failure The weapon misfires. Main Item: Meteor Shot

Guns & Gears, page 171.

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Greater Midday Lantern

Item 14

uncommon light magical transmutation 

Price 3,700 gp

Usage held in 1 hand; Bulk L

Category Held

This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness.

Activate [>] to [>>>] envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level scorching ray (Secrets of Magic 127) using a spell attack roll of +14, with its effect determined by the number of actions you used to Activate the lantern.

The lantern casts 6th-level light and 6th-level scorching ray, using a spell attack roll of +26.

Main Item: Midday Lantern

Strength of Thousands #4: Secrets of the Temple-City, page 76.

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Greater Mirror Goggles

Item 18

abjuration invested magical 

Price 19,000 gp

Usage worn eyepiece; Bulk —

Category Worn Item

These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws against visual effects.

Activate [R] Interact; Trigger A creature within 60 feet targets you with a visual effect; Effect You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is sickened 1 (sickened 2 on a critical failure). The creature is temporarily immune for 1 hour.

The item bonus is +3, and the DC is 40.

Main Item: Mirror Goggles

Treasure Vault, page 147.

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Greater Mistform Elixir

Item 10

alchemical consumable elixir illusion visual 

Price 180 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

A faint mist emanates from your skin, making you concealed for 5 minutes. As usual being concealed when your position is still obvious, you can't use this concealment to Hide or Sneak.

Main Item: Mistform Elixir

Core Rulebook, page 549.

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Greater Moonlit Spellgun

Item 13

attack consumable evocation fire light magical spellgun 

Price 600 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact, Strike

Category Consumable

Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it's often carried by hunters of werecreatures, vampires, and devils.

You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet.

The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun's damage is treated as silver for the purposes of weaknesses, resistances, and the like.

Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it's also enfeebled 1 for 1 minute.Success The target takes full damage and is dazzled until the start of your next turn.

The damage is 12d8 at night, or 12d6 at other times.

Main Item: Moonlit Spellgun

Treasure Vault, page 97.

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Greater Necrotic Bomb

Item 11

alchemical bomb consumable negative splash 

Price 250 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures.

Many types grant an item bonus to attack rolls.

You gain a +2 bonus to attack rolls. The bomb deals 3d6 negative damage and 3 negative splash damage. On a critical hit, the target is sickened 3.

Main Item: Necrotic Bomb

Abomination Vaults #3: Eyes of Empty Death, page 74.

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Greater Noxious Incense

Item 14

catalyst consumable magical 

Price 750 gp

Usage held in 1 hand; Bulk L

Category Consumable

Sold only in single sticks, this foul incense comes coated with a bevy of alchemical smoke that activates in the presence of intense heat, releasing its namesake pungent odor. Adding this catalyst to a wall of fire spell fills all squares adjacent to the wall with thick, foul smoke. Creatures in this area are concealed, and other creatures are concealed to creatures in the area. The smoke lasts for the duration of the spell.

The incense can be used with a wall of fire of any spell level.

Main Item: Noxious Incense

Secrets of Magic, page 169.

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Greater Numbing Tonic

Item 13

alchemical consumable elixir 

Price 600 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

You gain 15 temporary Hit Points.

Main Item: Numbing Tonic

Treasure Vault, page 60.

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Greater Oil of Object Animation

Item 16

uncommon consumable magical oil transmutation 

Price 1,400 gp

Usage held in 2 hands

Activate [>>] Interact

Category Oil

This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object (Bestiary 20) of the same type. For example, sprinkling it on a statue makes an animated statue. If the animated object's level would be greater than 3, the oil struggles to animate it and ultimately fails.

This animated object 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 object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control.

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

Main Item: Oil Of Object Animation

Advanced Player’s Guide, page 258.

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Greater Oil of Ownership

Item 11

consumable magical oil transmutation 

Price 210 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

You can coat objects of 6 Bulk or less with oil of ownership, or "red‑handed oil" as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won't wash off for a length of time that depends on the oil's type.

The stain lasts 1 month.

Main Item: Oil of Ownership

Treasure Vault, page 86.

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Greater Oil of Unlife

Item 12

consumable magical necromancy negative oil 

Price 400 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Oil

This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or a living creature with negative healing, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points.

You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself.

The oil restores 6d8+20 Hit Points.

Main Item: Oil Of Unlife

Advanced Player’s Guide, page 258.

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Greater Oil of Weightlessness

Item 6

consumable magical oil transmutation 

Price 36 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

You can spread this shimmering oil on an item of 2 Bulk or less to make it feel weightless. It has negligible Bulk for 8 hours.

Main Item: Oil of Weightlessness

Core Rulebook, page 562.

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Greater Olfactory Obfuscator

Item 10

alchemical consumable elixir 

Price 225 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This frothing fluid causes the drinker's body to exude trace odorabsorbing oils. For the listed duration after drinking this elixir, your scent is nearly unnoticeable. Creatures with imprecise scent don't detect you with that sense unless they Seek for you, and you are concealed from creatures that perceive you with precise scent. You gain a +4 item bonus against attempts to Seek you by creatures using only scent-based senses; if they use any other senses as well, the bonus doesn't apply.

The duration is 8 hours.

Main Item: Olfactory Obfuscator

Advanced Player’s Guide, page 254.

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Greater Ooze Ammunition

Item 12

acid alchemical consumable 

Price 350 gp

Ammunition any

Activate [>] Interact

Category Consumable

Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. These Escape actions don't need to be consecutive, and other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn.

The ammunition deals 3d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 29.

Main Item: Ooze Ammunition

Treasure Vault, page 43.

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