Items: G (Part 7 of 10)

60 items, from Greater Oozepick to Greater Sanguine Mutagen.

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

Greater Oozepick · Greater Ouroboros Flail · Greater Paired Runes · Greater Pendant of the Occult · Greater Perfect Droplet · Greater Persona Mask · Greater Peshspine Grenade · Greater Phantasmal Doorknob · Greater Phylactery of Faithfulness · Greater Pipes of Compulsion · Greater Poison Concentrator · Greater Poison Fizz · Greater Poisoner's Staff · Greater Potion of Disguise · Greater Potion of Flying · Greater Potion of Resistance · Greater Potion of Retaliation · Greater Potion of Stable Form · Greater Potion of Swimming · Greater Potion Patch · Greater Presentable · Greater Preserving · Greater Pressure Bomb · Greater Primeval Mistletoe · Greater Queasy Lantern · Greater Quenching · Greater Quick Runner's Shirt · Greater Quicksilver Mutagen · Greater Radiant Prism · Greater Ration Tonic · Greater Reading Ring · Greater Ready · Greater Red-Rib Gill Mask · Greater Reef Heart · Greater Reflecting Shard · Greater Reimaer Charm · Greater Resilient · Greater Resonating Fork · Greater Retaliation · Greater Retrieval Prism · Greater Revealing Mist · Greater Reverberating Stone · Greater Rhinoceros Mask · Greater Rhinoceros Mask · Greater Rhythm Bone · Greater Rime Crystal · Greater Ring of Energy Resistance · Greater Ring of Maniacal Devices · Greater Ring of the Ram · Greater Ringmaster's Staff · Greater Roaring Potion · Greater Robe of the Archmagi · Greater Rope of Climbing · Greater Ruby Capacitor · Greater Rusting Ammunition · Greater Salamander Elixir · Greater Salve of Antiparalysis · Greater Sanguine Fang · Greater Sanguine Klar · Greater Sanguine Mutagen

Greater Oozepick

Item 10

uncommon alchemical consumable 

Price 200 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

You can pour this silver ooze into a lock or similar mechanism to create a set of malleable lockpicks and tools that conform to internal mechanisms. The ooze is treated as a set of thieves' tools that last for 1 hour and provide a +2 item bonus to Thievery checks to Pick Lock or Disable Device against the mechanism into which they were first poured.

The item bonus is +3, and the tools last for 8 hours.

Main Item: Oozepick

LOIL, page 306.

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Greater Ouroboros Flail

Item 17

magical transmutation 

Price 15,000 gp

Usage held in 2 hands; Bulk 2

Category Held

You can easily expand and contract the chain of this +2 greater striking extending war flail.

It magically grows new links when extended and loses them when contracted.

Activate [R] command; Trigger You successfully Strike with the flail while activating its extending rune; Effect The head of the flail wraps around the target of the triggering Strike and drags it in your direction. The target must succeed at a DC 31 Fortitude save or be pulled adjacent to you. A creature pulled in is then grabbed by the flail until the end of your next turn unless you move, your target Escapes (DC 31), or you use the flail.
Activate [>>>] Interact; Effect You extend the flail's chain, then wrap it across itself and strike two links together.

This severs a usable 60-foot loop of chain from the flail, which instantly returns to its normal length. If you use this activation again, any previous chain you created with it disappears after 1 round. As with most obviously magical and temporary constructs, the chain cannot be sold.

The flail is a +3 greater striking greater extending war flail, the activation's DC is 37, and the severed chain is 120 feet long.

Main Item: Ouroboros Flail

Secrets of Magic, page 187.

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Greater Paired Runes

Rune 9

uncommon conjuration magical teleportation 

Price 650 gp

Usage each rune applied to a separate item that has pockets

Category Rune

These runes always come in pairs and can be applied to a garment's pockets to be activated.

Activate [>] command; Frequency once per day; Effect Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation.

You can activate these runes at a distance of up to 1 mile.

Main Item: Paired

LOTGB, page 88.

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Greater Pendant of the Occult

Item 9

divination invested occult 

Price 650 gp

Usage worn; Bulk —

Category Worn Item

This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the guidance cantrip as an occult innate spell.

The pendant grants a +2 item bonus and can be activated.

Activate 10 minutes (Cast a Spell); Frequency once per day; Effect You cast a 4th-level dream message spell.

Main Item: Pendant of the Occult

Core Rulebook, page 613.

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Greater Perfect Droplet

Item 8

evocation magical spellheart water 

Price 450 gp

Usage affixed to armor or a weapon

Category Spellheart

Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by Activating this item is 24.

Activate Cast a Spell; Effect You cast spout.
Activate Cast a Spell; Frequency once per day; Effect You cast aqueous orb or feet to fins.
Main Item: Perfect Droplet

Secrets of Magic, page 171.

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Greater Persona Mask

Item 9

fortune illusion invested magical 

Price 650 gp

Usage worn mask; Bulk —

Category Worn Item

Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to Performance checks while acting, orating, performing comedy, or singing.

Activate [>] envision; Effect You change the mask's appearance into an artistic rendition of a dramatic character of your choice.

The mask grants a +2 bonus and can be activated.

Activate [R] envision (fortune); Frequency once per day; Trigger You fail a Performance check that benefits from the mask's bonus; Effect You change the mask's character and reroll the Performance check, using the second result.

Main Item: Persona Mask

Core Rulebook, page 613.

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Greater Peshspine Grenade

Item 11

uncommon alchemical bomb consumable splash 

Price 250 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the stupefied condition until the end of its next turn.

Many types of peshpine grenade grant an item bonus to attack rolls.

You gain a +2 item bonus to attack rolls.

The bomb deals 3d6 piercing damage and 3 piercing splash damage, and the target is stupefied 2.

Main Item: Peshspine Grenade

Age of Ashes #5: Against the Scarlet Triad, page 77.

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Greater Phantasmal Doorknob

Item 10

emotion illusion magical mental spellheart 

Price 900 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating this item is 20.

Activate Cast a Spell; Effect You cast ghost sound.
Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal treasure .

The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn.

Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal killer.
Main Item: Phantasmal Doorknob

Treasure Vault, page 127.

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Greater Phylactery of Faithfulness

Item 17

divination divine invested 

Price 13,000 gp

Usage worn circlet; Bulk L

Category Worn Item

This tiny box holds a fragment of religious scripture sacred to a particular deity. The box is worn by affixing it to a leather cord and tying it around your head just above your brow. You don't gain any benefit from the phylactery if you don't worship the affiliated deity. The phylactery grants you religious wisdom, which manifests as a +2 item bonus to Religion checks. Just before you perform an action that would be anathema to the phylactery's deity, the phylactery warns you of the potential transgression in time for you to change your mind.

Activate [>] envision; Frequency once per day; Effect You ask for guidance about a particular course of action, gaining the effects of an augury spell.

The phylactery grants a +3 item bonus, and you can activate it once every 30 minutes.

Craft Requirements You worship the phylactery's deity.

Main Item: Phylactery of Faithfulness

Core Rulebook, page 614.

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Greater Pipes of Compulsion

Item 8

uncommon coda enchantment occult staff 

Price 460 gp

Usage held in 2 hands; Bulk L

Category Coda

These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn't function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, 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: Pipes of Compulsion

Treasure Vault, page 137.

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Greater Poison Concentrator

Item 15

additive 1 alchemical 

Price 5,900 gp

Usage held in 2 hands; Bulk L

Category Held

This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same alchemical poison, creating a single concentrated poison with a +1 item bonus to its DC.

The concentrator combines poisons of level 14 or lower.

Main Item: Poison Concentrator

Treasure Vault, page 64.

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Greater Poison Fizz

Item 15

alchemical consumable lozenge 

Price 1,000 gp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have resistance to poison and an item bonus to saving throws against poison and being petrified.

Secondary Effect [>>] (poison) You bite the poison fizz to release its poisonous liquid center and spray green mist in a 15-foot cone. This deals poison damage with a basic Reflex save. A creature that critically fails is also blinded until the end of your next turn and is then temporarily immune to being blinded by poison fizz for 1 hour.

The item bonus is +3, the damage is 5d6, and the DC is 34.

Main Item: Poison Fizz

Treasure Vault, page 50.

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Greater Poisoner's Staff

Item 8

uncommon conjuration magical necromancy staff 

Price 450 gp

Usage held in 1 hand; Bulk 1

Category Staff

This gnarled staff is covered with thorns and coated with a glistening lacquer that acts as a minor irritant.

While holding the staff, you aren't affected by its coating or thorns, and you reduce the DC of your flat checks to overcome persistent poison damage.

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

You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 10.

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

Main Item: Poisoner's Staff

AoE4, page 80.

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Greater Potion of Disguise

Item 11

uncommon consumable magical polymorph potion transmutation 

Price 300 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Upon imbibing this potion, you take on the appearance of a specific type of creature for 2d12 hours. The type of creature is determined when the potion is created. For example, you might have a potion of elf disguise or potion of frog disguise. Drinking the potion doesn't impart the knowledge of how long the effect lasts; the GM rolls the duration in secret.

The disguise doesn't change your traits or statistics, nor does it give you any of the special abilities of the creature you're imitating. It might affect what items you can hold or wear (for example, your new form might lack opposable thumbs). The potion shrinks you down to a minimum of size Small, or maintains your size if the creature is your size or larger. For example, if you are Medium and drink a potion of fire giant disguise, you'll take on the appearance of a fire giant but remain Medium. The creature has to be of a specific kind, such as "leopard" or "lion" rather than just "cat," or "fire giant" or "ogre" rather than just "giant," but the potion can't cause you to mimic a specific individual creature.

The effects of this potion use the same rules as the Impersonate activity of Deception. Onlookers always assume you're the chosen type of creature unless they're actively Seeking. You gain a +4 status bonus to your Deception DC against such Perception checks and add your level even if untrained.

While drinking a greater potion of disguise, if you picture the specific form you want to transform into, the potion will change you into that form. You can attempt to Impersonate a specific individual, though you still need to roll Deception.

Main Item: Potion Of Disguise

Advanced Player’s Guide, page 258.

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Greater Potion of Flying

Item 15

consumable magical potion transmutation 

Price 1,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 hour.

Main Item: Potion of Flying

Core Rulebook, page 563.

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Greater Potion of Resistance

Item 14

abjuration consumable magical potion 

Price 850 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Drinking this thick, fortifying potion grants resistance 15 against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or sonic damage (and is called a lesser potion of fire resistance or the like).

Main Item: Potion of Resistance

Core Rulebook, page 563. Reprinted in BB.

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Greater Potion of Retaliation

Item 12

consumable evocation magical potion 

Price 400 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer reminiscent of the energy it contains. For 1 minute after drinking a potion of retaliation, you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike.

The aura deals 3d6 damage.

Main Item: Potion Of Retaliation

Advanced Player’s Guide, page 259.

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Greater Potion of Stable Form

Item 16

abjuration consumable magical potion 

Price 1,800 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This aromatic potion is brewed from the white flowers and black roots of the magical herb moly. When you drink this potion, it immediately attempts to counteract all hostile transmutation effects affecting you. The counteract level is 8, and the counteract check modifier is +25. For the next hour, you gain a +3 item bonus against transmutation effects, or +4 against polymorph effects. If you roll a success against a polymorph effect during that time, you get a critical success instead.

Main Item: Potion Of Stable Form

Secrets of Magic, page 175.

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Greater Potion of Swimming

Item 11

consumable magical potion transmutation 

Price 250 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This potion tastes like salt water, and sandy grit settles to the bottom of its container. When you drink it, you gain a swim Speed equal to your land Speed for 1 hour.

Main Item: Potion of Swimming

Core Rulebook, page 563.

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Greater Potion Patch

Item 13

consumable magical transmutation 

Price 600 gp

Usage worn; Bulk —

Activate [>] command; Requirements You must have the potion patch affixed to your skin.

Category Consumable

A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the manipulate trait. A patch has a maximum level of potion it can absorb, depending on the patch's type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch's magic is negated after it's used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first.

The potion can be any level.

Main Item: Potion Patch

Treasure Vault, page 97.

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Greater Presentable

Rune 10

uncommon enchantment magical 

Price 900 gp

Usage applied to any visible article of clothing

Category Rune

A garment with this rune is always clean, as though it had just been affected by prestidigitation. You gain a +1 item bonus to Make an Impression on those who would be impressed by a particular presentable outfit while wearing this garment.

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

Activate [>>] envision, Interact; Frequency once per day; Effect You cast suggestion.
Main Item: Presentable

LOTGB, page 89.

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Greater Preserving

Item 8

magical necromancy 

Price 450 gp

Usage applied to a basket, bag, or other container

Category Rune

Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink inside a container with a preserving rune remains fresher for longer, taking ten times as long to spoil. This feature doesn't prolong the duration of alchemical items.

Non-magical food and drink inside the container never spoil, and the rune has an activation.

Activate [>>] command, Interact; Frequency once per day; Effect The container casts purify food and drink on all the food and drink within.
Main Item: Preserving

Treasure Vault, page 144.

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Greater Pressure Bomb

Item 11

uncommon alchemical bomb consumable force splash 

Price 275 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A greater pressure bomb deals 3d4 bludgeoning damage and 3 bludgeoning splash damage. On a critical hit, the target is knocked prone. You gain a +2 item bonus to attack rolls, and Medium or smaller targets are pushed 5 feet away from you.

Main Item: Pressure Bomb

PFUM.

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Greater Primeval Mistletoe

Item 14

primal transmutation 

Price 3,900 gp

Usage held in 1 hand; Bulk —

Category Held

This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal focus, and it also grants the creature holding it a +1 item bonus to Nature checks.

Activate [>>] Interact; Frequency once per 10 minutes; Effect You squeeze juice from one of the berries and smear it onto a club or staff to cast shillelagh upon it.
Activate [>>] Interact; Frequency once per day; Effect You can twine the sprig around the wrist of one hand and touch a tree to cast tree shape upon yourself, except instead of a becoming a tree, you become a vine on the touched tree.

The sprig grants a +2 bonus and can be activated in one additional way: Activate [>>] Interact; Frequency once per day; Effect You plant the primeval mistletoe into an area of natural earth or stone. Once planted, the plant immediately sprouts into an area of holly bushes that don't impede movement and that pulse with positive energy, replicating the effects of a field of life spell. This lasts for up to 1 minute, as long as you continue to Sustain the Activation. When this magic ends, the holly bushes revert back into the original primeval mistletoe.

Main Item: Primeval Mistletoe

Core Rulebook, page 574.

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Greater Queasy Lantern

Item 17

uncommon light magical necromancy 

Price 13,500 gp

Usage held in 1 hand; Bulk 1

Category Held

This bull's-eye lantern is wrapped in decrepit leather skin. It constantly emits light in a 60-foot cone (and dim light in the next 60 feet). You can close or open internal shutters with an Interact action to block or reveal the light.

Activate [>>] Interact; Frequency once per day; Effect You slide in a magical lens that causes the lantern to emit a pale green light and then aim the lantern. All creatures in the lantern's 60-foot cone of bright light (but not those in the dim light), must attempt a DC 23 Fortitude save. On a failure, a creature becomes sickened 1 (sickened 2 on a critical failure). The light then reverts to normal as the lens slides out of place.

The DC is 37. Creatures become sickened 3 on a failure or sickened 4 on a critical failure.

Main Item: Queasy Lantern

LOTGB, page 39.

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Greater Quenching

Rune 10

abjuration magical 

Price 1,000 gp

Usage etched onto armor

Category Rune

This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance).

The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance).

Main Item: Quenching

Treasure Vault, page 13.

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Greater Quick Runner's Shirt

Item 12

uncommon invested magical transmutation 

Price 1,750 gp

Usage worn

Category Worn Item

This light shirt is made of thin fabric embroidered with arrangements of winged feet.

Activate [>>] envision; Frequency once per hour; Effect Your feet feel lighter, allowing you to move with greater speed.

You Stride twice and gain a +10-foot item bonus to your Speed during those Stride actions.

When you Activate the shirt, you Stride three times.

Main Item: Quick Runner's Shirt

LOTGB, page 43.

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Greater Quicksilver Mutagen

Item 11

alchemical consumable elixir mutagen polymorph 

Price 300 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your features become thin and angular. You become swifter and nimbler, but your body also becomes fragile.

Benefit You gain a +3 item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-based attack rolls, and you gain a +15 foot bonus to your Speed. The duration is 1 hour.

Drawback You take damage equal to twice your level; you can't recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves.

Main Item: Quicksilver Mutagen

Core Rulebook, page 549.

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Greater Radiant Prism

Item 18

abjuration magical spellheart 

Price 20,500 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

Any armor or weapon this glass prism is affixed to glows softly with shifting colored lights. The spell DC of any spell cast by activating this item is 35.

Activate Cast a Spell; Effect You cast light.
Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor .

The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 38. The damage from the brilliant rune increases to 2d4 of each type.

Activate Cast a Spell; Frequency once per day; Effect You cast prismatic armor.
Activate Cast a Spell; Frequency once per day; Effect You cast prismatic wall.
Main Item: Radiant Prism

Treasure Vault, page 127.

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Greater Ration Tonic

Item 7

conjuration consumable magical potion 

Price 55 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a ration tonic magically nourishes you with the equivalent of a day's worth of food and water.

The tonic has a subtle, pleasant taste, its particulars chosen when the potion is crafted.

A greater ration tonic nourishes you for 1 week instead of 1 day, distributing the nourishment in a constant and healthy flow across the week.

Main Item: Ration Tonic

Advanced Player’s Guide, page 259.

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Greater Reading Ring

Item 12

divination magical 

Price 1,800 gp

Usage worn

Category Reading Assistive Item

A reading ring is personalized to its user and capable of reading only languages in which the user is fluent. Each ring is unique and can't be used by anyone other than its specific bonded user. A reading ring is bonded to its user in a process that taps into the user's inner potential, similar to an invested item, except the process takes 10 minutes, is permanent, and doesn't count toward your number of invested items. You can wear the ring in various ways, often either on a finger or a chain worn about your person if you can't have it on a digit. You can use the reading ring to read text by taking an Interact action, and you read with the ring at roughly the same rate as a visual reader. There is no limit to how often you can use the ring to read in this manner.

A greater reading ring has the same function as the standard ring, except it can read any written language and enable the wearer to comprehend what it reads.

Main Item: Reading Ring

LOTGB, page 69.

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Greater Ready

Rune 11

evocation magical 

Price 1,200 gp

Usage etched onto armor

Category Rune

A ready rune draws component pieces of a suit of armor toward one another, making it easier and faster to get into. You can don light armor with this rune as a 3-action activity or medium or heavy armor with this rune in 1 minute.

You can don light armor with a greater ready rune as a single action, or medium or heavy armor with a greater ready rune as a 3-action activity.

Main Item: Ready

Advanced Player’s Guide, page 262.

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Greater Red-Rib Gill Mask

Item 14

rare alchemical consumable 

Price 700 gp

Usage worn mask; Bulk L

Activate [>] Interact

Category Consumable

This mask is made from the gills of the red-rib salamander, an amphibious creature unique to Lifalol Lake. Once activated, the mask intensifies the odors of gaseous toxins, allowing you to automatically detect toxic fumes within 30 feet and their approximate source (making the source undetected instead of unnoticed). You can't wear other masks while you're wearing a red-rib gill mask.

After Activating the mask, you also gain the listed item bonus to Fortitude saves against inhaled effects; this bonus is increased against the deadly volcanic gas known around Lifalol Lake as Dead Man's Breath, and possibly against other similar volcanic gases at the GM's discretion.

The item bonus is +3, or +4 against Dead Man's Breath, and the duration is 8 hours.

Main Item: Red-Rib Gill Mask

Strength of Thousands #3: Hurricane’s Howl, page 76.

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Greater Reef Heart

Item 15

conjuration invested magical 

Price 6,500 gp

Usage worn armor; Bulk 2

Category Armor

This +2 resilient coral armor, often favored by allies of merfolk and aquatic elves, is made of living coral carefully harvested from the ocean depths. Legends speak of a variety of similar coral armors with distinct powers, but surface-dwellers know of reef heart as a magic armor that makes it easier for them to travel under the sea. Reef heart enables you to breathe underwater and gives you a swim Speed equal to half your land Speed.

Activate [>>>] command, envision, Interact; Frequency once per day; Effect You cast coral eruption (Secrets of Magic 96). If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the magical coral remains in place for 1 year, it becomes non-magical coral from which a reef might grow.

The reef heart is +2 greater resilient coral armor, the swim Speed is equal to your full land Speed, and the coral eruption is 7th level.

Main Item: Reef Heart

Treasure Vault, page 18.

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Greater Reflecting Shard

Item 17

uncommon abjuration consumable magical talisman 

Price 2,500 gp

Usage affixed to a shield; Bulk —

Activate [R] command; Trigger You are targeted by a spell of 5th level or lower; Requirements You're a master in

Category Talisman

Athletics, and you have the affixed shield raised.

This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell back at its caster with spell turning, using your Athletics modifier for the counteract check. The talisman's counteract level is 7th.

The talisman can reflect spells of any level, and its counteract level is 9th.

Main Item: Reflecting Shard

Treasure Vault, page 94.

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Greater Reimaer Charm

Item 18

rare divination invested magical 

Price 19,000 gp

Usage held in 1 hand; Bulk —

Category Held

Reimaer serve as scribes and messengers to psychopomps. They are rare outside of the Vreitaistian, so it's common for psychopomps venturing to other planes to carry a reimaer facsimile to aid in their travels. This tiny icon of a masked raven emits twittering sounds in perfect accompaniment to your performances. You gain a +2 item bonus to Performance checks to play an instrument, orate, or sing. You can cast sending once per day as a divine innate spell.

Activate [>>>] Interact; Effect You twist the base of the charm, and the twittering it emits becomes helpful words to boost your arguments. You lose the item bonus to Performance checks and gain a +2 item bonus to Diplomacy checks to make Requests until you use this activation again.
Activate [>] Interact; Frequency once per day; Effect You gain lifesense as an imprecise sense with a range of 30 feet for 1 hour as long as you continue to hold the charm. This allows you to sense the life force that animates living creatures and the perverse force that animates the dead, though you can't distinguish between the two.

The item bonus to Performance or Diplomacy is +3. You gain lifesense as long as you are holding the charm, and you don't need to activate it.

Main Item: Reimaer Charm

Night of the Gray Death, page 63.

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Greater Resilient

Rune 14

abjuration magical 

Price 3,440 gp

Usage etched onto armor

Category Rune

Resilient runes imbue armor with additional protective magic.

This grants the wearer a +1 item bonus to saving throws.

You can upgrade the resilient rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices.

The armor grants a +2 item bonus to saving throws.

Main Item: Resilient

Core Rulebook, page 581.

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Greater Resonating Fork

Item 7

evocation magical sonic spellheart 

Price 340 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19.

Activate Cast a Spell; Effect You cast bullhorn .
Activate Cast a Spell; Frequency once per day; Effect You cast biting words .

The resistance is 5 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 3 rounds (1 minute on a critical success), the spell attack roll is +13, and the spell DC is 23.

Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level biting words.
Activate Cast a Spell; Frequency once per day; Effect You cast sound burst.
Main Item: Resonating Fork

Treasure Vault, page 128.

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Greater Retaliation

Item 14

evocation magical 

Price 4,500 gp

Usage applied to shield

Category Rune

Shields with a retaliation rune use the impact of weapons to generate blasts of explosive force that counterattack foes.

Activate [F] envision; Frequency once per hour; Trigger You Shield Block a melee Strike; Effect You unleash force damage against the creature that made the triggering attack. This attack deals 4d4 force damage (DC 20 basic Reflex save).

The damage is 12d4 force damage and the save DC is 31.

Main Item: Retaliation

Treasure Vault, page 144.

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Greater Retrieval Prism

Item 10

conjuration consumable magical talisman teleportation 

Price 200 gp

Usage affixed to armor

Activate [F] command; Requirements You have a free hand.

Category Talisman

This triangular prism showing swirling black patterns inside constantly moves around on your armor, no matter where you affix it. As part of the process of Affixing the Talisman, you attune it to a single item of 1 Bulk or less. When you activate this talisman, the attuned item immediately teleports into your hand.

The retrieval prism can't retrieve an item that's not on your plane, including one that's in an extradimensional space like a bag of holding. If you haven't expended the talisman, you can attune it to a different item by Affixing the Talisman again.

You don't need to attune the prism. It can retrieve any item in your possession of 1 Bulk or less, chosen when you activate the prism.

Main Item: Retrieval Prism

Secrets of Magic, page 176.

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Greater Revealing Mist

Item 7

alchemical consumable 

Price 60 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn't affect visibility but causes invisible creatures in the area to be concealed rather than undetected. Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first.

The mist spreads in a 30-foot cone instead of a 15-foot cone.

Main Item: Revealing Mist

Treasure Vault, page 55.

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Greater Reverberating Stone

Item 15

consumable evocation magical talisman 

Price 1,200 gp

Usage affixed to a shield; Bulk —

Activate [F] envision; Trigger You use the affixed shield to Shield Block a melee attack; Requirements You're a master in Athletics, and you have the affixed shield raised.

Category Talisman

This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the talisman, the gem shatters, releasing a powerful shockwave in a 15-foot cone that must include the enemy who struck the triggering blow, if possible. Each creature in the cone takes 2d6 sonic damage with a DC 28 basic Fortitude save. Any creature that fails its save is pushed 5 feet away from you (or 10 feet on a critical failure).

The cone is 30 feet, the damage is 3d6, and the DC is 34.

Main Item: Reverberating Stone

Treasure Vault, page 94.

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Greater Rhinoceros Mask

Item 8

uncommon invested magical transmutation 

Price 425 gp

Usage worn mask

Category Worn Item

Covered with thick armor and bearing a thicker horn, this face mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit.

Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less.

Main Item: Rhinoceros Mask

Strength of Thousands #1: Kindled Magic, page 74.

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Greater Rhinoceros Mask

Item 8

uncommon invested magical transmutation 

Price 425 gp

Usage worn mask; Bulk —

Category Worn Item

Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit.

Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less.

Main Item: Rhinoceros Mask

Treasure Vault, page 155.

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Greater Rhythm Bone

Item 4

uncommon auditory magical 

Price 64 gp

Usage held in 1 hand; Bulk L

Category Held

This small, enchanted bone (most often a jaw) is usually capped with metal at its ends. It's activated by striking it against a hard surface.

Activate [>] Interact; Effect The bone begins recording the next 1 minute of ambient sounds (including speech) that require a DC 15 or lower Perception check to hear.

The bone's recording doesn't copy magical auditory effects, such as those of spellcasting, a harpy's song, or a banshee's wail. Once the rhythm bone has been activated in this way, it retains the recorded sound for the rest of its existence and can't be activated this way again.

Activate [>] Interact; Effect The bone replays its recorded sounds.

The magical bone records the next 10 minutes of ambient sounds that require a DC 20 or lower Perception check to hear.

Craft Requirements Supply a casting of ghost sound.

Main Item: Rhythm Bone

Strength of Thousands #1: Kindled Magic, page 76.

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Greater Rime Crystal

Item 8

cold evocation magical spellheart 

Price 425 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17.

Activate Cast a Spell; Effect You cast ray of frost.

Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24.

Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level chilling spray .
Main Item: Rime Crystal

Treasure Vault, page 128.

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Greater Ring of Energy Resistance

Item 10

abjuration invested magical 

Price 975 gp

Usage worn; Bulk —

Category Worn Item

This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a ring of fire resistance might be capped with a ruby, whereas a ring of cold resistance features a sapphire instead.

The ring grants resistance 10.

Main Item: Ring of Energy Resistance

Core Rulebook, page 614.

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Greater Ring of Maniacal Devices

Item 18

divination invested magical 

Price 21,000 gp

Usage worn; Bulk —

Category Worn Item

This ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an Interact action to pull a set of thieves' tools from the ring. These tools appear in your hand and fold back into the ring if they would leave your possession. They grant you a +2 item bonus to Thievery checks to Disable a Device and to Pick a Lock, and the ring's insights grant you the same bonus to Crafting checks to Craft and Repair snares and traps.

Activate 10 minutes (Interact); Frequency once per day; Effect You create a 4th-level glyph of warding containing fireball. You can have only one glyph of warding from a ring of maniacal devices active at a time, even if you have multiple rings, and the spell ends if you lose your investiture in the ring.

The ring grants a +3 bonus. Activating it creates an 8th-level glyph of warding containing your choice of either prismatic spray or 7th-level fireball.

Main Item: Ring of Maniacal Devices

Core Rulebook, page 614.

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Greater Ring of the Ram

Item 13

evocation force invested magical 

Price 2,700 gp

Usage worn; Bulk —

Category Worn Item

This heavy iron ring is shaped to look like the head of a ram, with curling horns.

Activate [>] or more (Interact); Frequency once per minute; Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save.Critical Success The target is unaffected.Success The target takes half damage and is pushed half the distance.Failure The target takes full damage and is pushed the full distance.Critical Failure The target takes double damage and is pushed twice the distance.

The ring deals 3d6 force damage per action spent, and the save DC is 32. When you activate the ring using 3 actions, you can disperse the force into multiple magical rams, targeting all creatures in a 30-foot cone instead of one target within 60 feet.

Main Item: Ring of the Ram

Core Rulebook, page 615.

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Greater Ringmaster's Staff

Item 12

uncommon illusion magical staff 

Price 1,800 gp

Usage held in 1 hand; Bulk 1

Category Staff

This highly polished black wooden staff resembles an aristocrat's oversized walking cane, complete with a silver head shaped like a large circus animal such as a horse or elephant. Ringmasters or announcers use ringmaster's staves to draw attention from their audiences or to salvage acts that fall flat mid-performance. While wielding a ringmaster's staff, your normal voice can be clearly heard by all creatures within 300 feet regardless of intervening barriers or ambient noise, although your voice can't penetrate magical silence and you can't use this to extend an auditory or sonic effect through barriers that would otherwise block 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: Ringmaster's Staff

Extinction Curse #2: Legacy of the Lost God, page 74.

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Greater Roaring Potion

Item 18

consumable evocation magical potion sonic 

Price 3,600 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Ripples move constantly through a roaring potion, a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour.

Activate [>] envision; Effect You gain the effects of a bullhorn spell. You can Dismiss the activation.
Activate [>] envision; Frequency once every 1d4 rounds; Effect You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw.Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and is frightened 1.Critical Failure The creature takes double damage and is frightened 2.

You gain the effects of a 7th-level bullhorn spell. The damage is 10d4 and the save DC is 38.

Main Item: Roaring Potion

Treasure Vault, page 90.

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Greater Robe of the Archmagi

Item 19

uncommon abjuration arcane invested 

Price 32,000 gp

Usage worn garment; Bulk 1

Category Worn Item

Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are gold, neutral robes are light blue, and evil robes are red. An evil or good robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead stupefied 2 while wearing a robe of the archmagi. This condition can't be removed in any way until you remove the robe.

The robes are +2 greater resilient explorer's clothing, and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 5 to damage from arcane spells.

Activate [R] command; Trigger You attempt a saving throw against an arcane spell, but you haven't rolled yet; Effect You automatically succeed at your save against the triggering arcane spell.

The resistance against arcane spells is 10.

You can activate the robe when you or an ally within 30 feet attempts a saving throw against an arcane spell, and the robe grants either you or the ally a success on the triggering saving throw; you still can activate it only once per day.

Craft Requirements You are an arcane spellcaster.

Main Item: Robe of the Archmagi

Core Rulebook, page 616.

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Greater Rope of Climbing

Item 7

magical transmutation 

Price 300 gp

Usage held in 1 hand; Bulk L

Category Held

This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic.

Activate [>] Interact; Frequency once per day; Effect You hold one end of the rope and point to a destination.

The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an Interact action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself.

You can activate the greater rope of climbing without any frequency limit.

Main Item: Rope Of Climbing

Advanced Player’s Guide, page 262.

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Greater Ruby Capacitor

Item 14

consumable evocation magical talisman 

Price 800 gp

Usage affixed to a magical staff; Bulk —

Activate [F] Interact; Requirements You prepared the staff.

Category Talisman

This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn.

The number of temporary charges increases to 3.

Main Item: Ruby Capacitor

Treasure Vault, page 95.

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Greater Rusting Ammunition

Item 18

alchemical consumable force 

Price 3,600 gp

Ammunition any

Activate [>] Interact

Category Consumable

Rusting ammunition is made using a rust monster's saliva and, when activated, deals damage to objects or creatures primarily made of metal. The target takes persistent damage for a duration determined by the type of ammunition used. A creature that drops to 0 Hit Points while taking this persistent damage crumbles into fine powder; its gear remains. The ammunition's type determines the maximum amount of an object that's destroyed.

The ammunition deals 4d8 persistent damage for up to 6 rounds. For an object, the ammunition destroys a 10-foot cube.

Craft Requirements Supply the saliva of a rust monster (Bestiary 283).

Main Item: Rusting Ammunition

Treasure Vault, page 43.

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Greater Salamander Elixir

Item 16

alchemical consumable elixir 

Price 1,400 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This elixir is made from salamander scales to withstand fire. For 24 hours, you are protected from the effects of severe heat.

You're also protected from extreme and incredible heat.

Main Item: Salamander Elixir

Core Rulebook, page 549.

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Greater Salve of Antiparalysis

Item 12

consumable healing magical necromancy oil 

Price 325 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

Applying this filmy salve to a creature helps it overcome magical paralysis.

A greater salve of antiparalysis can potentially remove petrification. The creature recovers as if it were the target of both a 6th-level remove paralysis spell and a stone to flesh spell.

Main Item: Salve of Antiparalysis

Core Rulebook, page 562.

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Greater Sanguine Fang

Item 12

magical necromancy negative spellheart 

Price 1,750 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25.

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

The resistance is 5 when affixed to armor, the persistent bleed damage is 1d6 when affixed to a weapon, and the spell DC is 29.

Activate Cast a Spell; Frequency once per day; Effect You cast sanguine mist .
Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level vampiric touch.
Main Item: Sanguine Fang

Treasure Vault, page 128.

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Greater Sanguine Klar

Item 14

magical necromancy 

Price 3,700 gp

Usage held in 1 hand; Bulk 1

Category Held

This +1 striking wounding klar (Hardness 8, HP 64, BT 32) is built with spikes made of beasts' fangs.

Activate [F] envision; Frequency once per round; Trigger You or a creature within 5 feet of you suffers bleed damage; Effect The sanguine klar regains a number of Hit Points equal to the bleed damage, up to an amount equal to its Hardness.

A greater sanguine klar (Hardness 13, HP 100, and BT 50) is a +2 greater striking wounding klar, and its activation can be triggered by bleed damage at a range of 30 feet.

Main Item: Sanguine Klar

Treasure Vault, page 22.

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Greater Sanguine Mutagen

Item 11

alchemical consumable elixir mutagen polymorph 

Price 300 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood.

Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the disease trait, poison trait, or would give you the fatigued condition.

Drawback Whenever you take piercing or slashing damage, you take 1d6 persistent bleed damage.

The bonus is +3 (or +4 against disease, poison, or fatigued), and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead.

Main Item: Sanguine Mutagen

Treasure Vault, page 60.

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