Items: M (Part 2 of 9)

60 items, from Major Buzzsaw Axe to Major Juggernaut Mutagen.

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Part: 1 2 3 4 5 6 7 8 9

Major Buzzsaw Axe · Major Camp Shroud · Major Chameleon Suit · Major Choker-Arm Mutagen · Major Cloak of Repute · Major Clockwork Goggles · Major Cloister Robe · Major Codebreaker's Parchment · Major Cognitive Mutagen · Major Composer Staff · Major Crackling Bubble Gum · Major Crown of the Fire Eater · Major Cryomister · Major Crystal Shards · Major Damored's Feather · Major Dawnlight · Major Deadweight Mutagen · Major Desolation Locket · Major Dragon's Blood Pudding · Major Drakeheart Mutagen · Major Dread Ampoule · Major Drums of War · Major Eagle-Eye Elixir · Major Elixir of Life · Major Endless Grimoire · Major Energy Mutagen · Major Energy Mutagen · Major Enigma Mirror · Major Entertainer's Lute · Major Etheric Essence Disruptor · Major Explosive Mine · Major Exsanguinating Ammunition · Major Eye Slash · Major Faith Tattoo · Major Fanged · Major Fire and Iceberg · Major Firestarter Pellets · Major Five-Feather Wreath · Major Flaming Star · Major Flare Beacon · Major Focus Cathartic · Major Frost Vial · Major Ghost Charge · Major Goggles of Night · Major Golden Branding Iron · Major Golden-Cased Bullet · Major Goo Grenade · Major Goz Mask · Major Goz Mask · Major Grim Sandglass · Major Guardian Staff · Major Healing Potion · Major Healing Vapor · Major Impact Foam Chassis · Major Impossible Cake · Major Indomitable Keepsake · Major Insistent Door Knocker · Major Jolt Coil · Major Judgment Thurible · Major Juggernaut Mutagen

Major Buzzsaw Axe

Item 20

evocation magical 

Price 65,000 gp

Usage held in 1 hand; Bulk 1

Category Held

With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems like it wants to whirl free from your grip. A Strike with this axe that benefits from the sweep trait's circumstance bonus on attack rolls also gains a +2 circumstance bonus to the damage roll.

Activate [>>] command, Interact; Frequency once per hour; Effect You hurl the axe, which spins at great speed as it flies to a distant point and returns to you, leaving a trail of carnage. Each creature in a 120-foot line must succeed at a DC 28 basic Reflex save or take damage equal to the weapon's melee damage, including your Strength modifier.

The axe is a +3 major striking battle axe, the circumstance bonus to damage is +4, and the activation's DC is 43.

Main Item: Buzzsaw Axe

Secrets of Magic, page 181.

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Major Camp Shroud

Item 16

uncommon consumable illusion magical 

Access Kaetiarn have access to this item.

Price 1,500 gp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

Knights make use of this magically treated powder to help hide their camps while traveling through the Staemorn or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen.

A creature outside the area that uses the Seek action or Search activity to examine the area or look for smoke and light coming from that direction can attempt a DC 18 Perception check to disbelieve the illusion.

The mist enshrouds a 30-foot emanation, and the DC is 35.

Main Item: Camp Shroud

LOKL, page 89.

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Major Chameleon Suit

Item 12

uncommon clockwork consumable gadget 

Price 320 gp

Usage worn over armor and clothes; Bulk L

Activate [>>] Interact

Category Consumable

This complex clockwork outerwear, worn over armor or other clothing, is composed of thin, interlocking scales of myriad colors attached to numerous clockwork gears that can rotate between all visible colors and shades.

When activated, the clockwork gears work double-time to temporarily switch and adjust the scales to match the exact coloration of the area around you, allowing you to blend in as long as you stay still. For the duration, you can Hide without needing cover or concealment to do so. This doesn't allow you to Sneak without ending your movement in cover or concealment, however, as the clockwork flips over and adjusts the scales to match your background as you move, giving the impression of rippling waves of color and revealing your movement. Once the duration expires, the overworked clockwork and scales fall apart.

The effect lasts for 1 hour.

Main Item: Chameleon Suit

Guns & Gears, page 67.

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Major Choker-Arm Mutagen

Item 17

alchemical consumable elixir mutagen polymorph 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through, and you increase your reach by the listed amount.

Drawback You take a –1 penalty to Athletics checks, Stealth checks, Thievery checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage.

The bonus is +4, your reach increases by 15 feet, and the duration is 1 hour.

Main Item: Choker-Arm Mutagen

Treasure Vault, page 59.

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Major Cloak of Repute

Item 17

enchantment invested magical worn 

Price 21,750 gp

Usage worn cloak; Bulk 1

Category Worn Item

This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, granting you a +1 item bonus to Diplomacy checks to Make an Impression. Creatures attempting to learn about you gain the same bonus to Gather Information about you.

Activate [>>] command; Frequency once per day; Effect You wield your great stature to make a Request of a creature. If you roll a success on the check, you get a critical success instead.

The item bonus is +3. You can activate the cloak three times per day. If you roll a critical failure on your Diplomacy check when you activate the cloak, you get a failure instead.

Main Item: Cloak Of Repute

LOCG, page 72.

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Major Clockwork Goggles

Item 8

uncommon clockwork consumable gadget 

Price 80 gp

Usage worn eyepiece; Bulk L

Activate [>>] Interact

Category Consumable

This heavy set of mechanical goggles contains a variety of different lenses for different situations, including lenses that filter light at different intensities and frequencies and even some that capture heat and other stimuli. Clockwork mechanisms can swap between the lenses rapidly as needed.

However, many of these lenses can only capture a single stimulus once and then are forever etched with it, making them unsuitable for long-term use. When activated, the clockwork mechanism on the goggles rapidly switches between the different lenses, granting you the benefits of all of them for a brief period of time.

When activated, you gain low-light vision, darkvision, and the effects of see invisibility for 10 minutes.

Main Item: Clockwork Goggles

Guns & Gears, page 68.

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Major Cloister Robe

Item 19

abjuration divine invested 

Price 32,000 gp

Usage worn garment; Bulk 1

Category Worn Item

The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit.

The robe is +1 resilient explorer's clothing and grants a +1 item bonus to Religion checks. The robe doesn't grant any benefits to a wearer who doesn't worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity's domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe's level.

As greater cloister robe, but the robe is +3 greater resilient explorer's clothing.

Craft Requirements You are a cleric who worships the deity tied to the robe.

Main Item: Cloister Robe

Treasure Vault, page 148.

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Major Codebreaker's Parchment

Item 17

illusion magical 

Price 14,500 gp

Usage held in 2 hands; Bulk L

Category Held

This finely crafted, seemingly mundane parchment is useful for writing sensitive documents. When words are written on this parchment, they instantly scramble into unrecognizable script, requiring a DC 20 check to Decipher Writing.

Activate [>] command; Effect The scrambled words align into the originally written script. Identifying the parchment reveals that it can be activated with a command, but a critical success to Identify Magic is needed to learn the command word.
Activate [>] Interact; Effect You light the parchment on fire, burning the words off while leaving the parchment unharmed and ready to bear more text.

The DC to Decipher Writing is 40 and requires legendary proficiency.

Main Item: Codebreaker's Parchment

Secrets of Magic, page 182.

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Major Cognitive Mutagen

Item 17

alchemical consumable elixir mutagen polymorph 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your mind becomes clear and cognition flows freely, but physical matters seem ephemeral.

Benefit You gain a +4 item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge for 1 hour. You become trained in one skill, chosen at creation. Your critical failures on Recall Knowledge checks become failures instead.

Drawback You take a –2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4.

Main Item: Cognitive Mutagen

Core Rulebook, page 547.

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Major Composer Staff

Item 12

enchantment magical staff 

Price 1,800 gp

Usage held in 1 hand; Bulk 1

Category Staff

A composer staff is short and shaped like an elegant black conductor's baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to Performance checks made with it.

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

The item bonus is +2.

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

Main Item: Composer Staff

Treasure Vault, page 131.

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Major Crackling Bubble Gum

Item 15

alchemical consumable lozenge 

Price 1,000 gp

Usage held in 1 hand; Bulk —

Category Consumable

This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects.

Secondary Effect [>>] (sonic) You blow a bubble with the gum until it pops, after which it becomes inert. The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a –10-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 Interact actions. These actions don't have to be consecutive, and other creatures can provide the actions as well.

The item bonus is +3, the damage is 9d4, and the DC is 34.

Main Item: Crackling Bubble Gum

Treasure Vault, page 47.

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Major Crown of the Fire Eater

Item 16

uncommon evocation invested magical 

Price 10,000 gp

Usage worn; Bulk L

Category Worn Item

A wreath of flames dances around the rim of this golden crown. You gain resistance 5 to fire.

Activate [R] command; Frequency once per day; Trigger You take fire damage; Effect You absorb some of the flame that would harm you. Increase your fire resistance from the crown from 5 to 15. Just after taking any remaining fire damage, you regain a number of Hit Points equal to 15 or the fire damage dealt by the triggering attack before damage resistance, whichever is less.

The constant fire resistance is 15. When activated, the fire resistance and maximum number of Hit Points regained are each 35.

Main Item: Crown Of The Fire Eater

LOTGB, page 110.

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Major Cryomister

Item 17

uncommon cold consumable gadget 

Price 2,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you've done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a 20-foot burst, making the affected area difficult terrain for 1 minute; , at the GM's discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister's rapidly cooling mist deals 8 cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an Acrobatics check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one Gargantuan creature, two Huge creatures, four Large creatures, or eight Medium or smaller creatures. The ice can't support Gargantuan creatures larger than a 20-by-20-foot space, such as a mu spore.

Main Item: Cryomister

Guns & Gears, page 68.

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Major Crystal Shards

Item 18

alchemical bomb consumable earth splash 

Price 4,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb explodes, it deals the listed piercing damage and piercing splash damage as the mixture suddenly turns into solid crystals flying at high speeds.

Surfaces in the splash area grow brittle, gleaming red crystals that crumble to dust after 1 minute. The crystals on level surfaces are caltrops (Core Rulebook 287). The crystals on vertical surfaces can be used briefly as handholds, granting the listed item bonus to the next Athletics check to Climb each space. The crystals in each space crumble after the creature leaves, whether Climbing or moving through the caltrops.

The item bonus is +3. The bomb deals 4d4 piercing damage and 6 piercing splash damage.

Main Item: Crystal Shards

Advanced Player’s Guide, page 252.

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Major Damored's Feather

Item 16

healing magical necromancy positive spellheart 

Price 9,400 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

A damored's feather is a shimmering red and gold feather, seeming almost metallic, although delicate and flexible to the touch.

Though most aren't made from true damored feathers, as the reclusive outsiders avoid visitors from the Material Plane, their connection to positive energy lent the spellhearts their name.

Activate Cast a Spell; Effect You cast stabilize.
Activate Cast a Spell; Frequency once per day; Effect You cast vital beacon.

The item bonus when affixed to armor is +4, and the rune when affixed to a weapon is greater disrupting.

Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level healing well.
Activate Cast a Spell; Frequency once per day; Effect You cast field of life.
Main Item: Damored's Feather

Treasure Vault, page 126.

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Major Dawnlight

Item 11

uncommon divine evocation 

Price 1,300 gp

Usage held in 1 hand; Bulk L

Category Held

This shining symbol of Bedrud depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess.

Activate Cast a Spell; Frequency once per day; Effect The dawnlight casts 1st-level disrupt undead or light. The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the light trait is treated as though its counteract level were 1 higher for counteracting darkness.

A major dawnlight creates a flash of light like a greater dawnlight, but the DC is 28. Change the list of spells to 5th-level versions of disrupt undead and light, and 4th-level versions of searing light and vital beacon. The spell attack roll and counteract modifier are +18.

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

Main Item: Dawnlight

Book of the Dead, page 18.

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Major Deadweight Mutagen

Item 17

alchemical consumable elixir mutagen polymorph 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around.

Benefit You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. Drawback You gain the encumbered condition and can't remove it while under the effects of the mutagen.

The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.

Main Item: Deadweight Mutagen

Treasure Vault, page 59.

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Major Desolation Locket

Item 19

enchantment magical spellheart 

Price 34,000 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24.

Activate Cast a Spell; Effect You cast haunting hymn .
Activate Cast a Spell; Frequency once per day; Effect You cast agonizing despair .

The item bonus when affixed to armor is +4; when you critically fail a saving throw against an emotion effect, you get a failure instead; and the spell DC is 41.

Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level crushing despair.
Activate Cast a Spell; Frequency once per day; Effect You cast canticle of everlasting grief .
Main Item: Desolation Locket

Treasure Vault, page 125.

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Major Dragon's Blood Pudding

Item 19

uncommon alchemical consumable 

Price 5,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with a +31 counteract modifier to remove the slowed condition from a single source, using the source of that condition to determine the counteract level and DC.

You also become quickened for 2 rounds. While taking the additional action from being quickened, you scream, as a result of both the flavor and the mandrake paste's properties. You can use the additional action to Step, Stride, Strike, or Demoralize. If you choose to Demoralize, you gain a +4 item bonus to the Intimidation check.

Main Item: Dragon's Blood Pudding

LOTGB, page 46.

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Major Drakeheart Mutagen

Item 17

alchemical consumable elixir mutagen polymorph 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your skin grows tough scales like a drake, your eyesight become sharp and your pupils slitted, and your limbs grow wiry and quick, but your mind and reflexes become slow.

Benefit You gain a +7 item bonus to AC, a Dexterity cap of +4 (as usual, use your lowest Dexterity cap if you have more than one), and a +4 item bonus to Perception checks for 1 hour or until you use Final Surge, whichever comes first. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus.

You also gain the Final Surge action.

Final Surge [>] You Stride twice. The drakeheart mutagen's duration ends.

Drawback You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge.

Main Item: Drakeheart Mutagen

Advanced Player’s Guide, page 253.

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Major Dread Ampoule

Item 17

alchemical bomb consumable emotion fear mental poison splash 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage.

On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls.

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

Main Item: Dread Ampoule

Advanced Player’s Guide, page 253.

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Major Drums of War

Item 12

coda evocation occult staff 

Price 1,900 gp

Usage held in 2 hands; Bulk 1

Category Coda

This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to Performance checks and a +5-foot status bonus to your Speed.

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

The item bonus to Performance checks is +2.

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

Main Item: Drums of War

Treasure Vault, page 136.

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Major Eagle-Eye Elixir

Item 16

alchemical consumable elixir 

Price 2,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

After you drink this elixir, you notice subtle visual details. For the next hour, you gain a +3 item bonus to Perception checks, or +4 when attempting to find secret doors and traps. Each time you pass within 10 feet of a secret door or trap, the GM automatically rolls a secret check for you to find it.

Main Item: Eagle-eye Elixir

Core Rulebook, page 548.

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Major Elixir of Life

Item 15

alchemical consumable elixir healing 

Price 1,300 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Elixirs of life accelerate the body's natural healing processes and immune system. Upon drinking this elixir, you regain 8d6+21 Hit Points and gain a +3 item bonus to saving throws against diseases and poisons for 10 minutes.

Main Item: Elixir of Life

Core Rulebook, page 548.

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Major Endless Grimoire

Item 14

divination grimoire magical 

Price 4,000 gp

Bulk L

Category Grimoire

When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +2 item bonus to checks to Learn a Spell if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 5th-level spell.

Main Item: Endless Grimoire

Secrets of Magic, page 162.

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Major Energy Mutagen

Item 17

uncommon alchemical consumable elixir mutagen polymorph 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

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

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

Benefit For hour after consuming the elixir, you gain resistance 20 to the attuned energy type. Whenever you score a hit with a melee weapon, add 2d6 damage of the attuned energy type. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy that deals 3d6 damage of the attuned type for every full 10 minutes of duration remaining (DC 32 basic Reflex save).

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

Main Item: Energy Mutagen

The Fall of Plaguestone, page 56.

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Major Energy Mutagen

Item 17

alchemical consumable elixir mutagen polymorph 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

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

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

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

You gain resistance 20, add 2d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 3d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 12d6) to each creature in the area, with a DC 32 basic Reflex save.

Main Item: Energy Mutagen

Treasure Vault, page 60.

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Major Enigma Mirror

Item 13

illusion magical spellheart 

Price 2,750 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

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

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

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

The spell DC is 30.

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

Treasure Vault, page 125.

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Major Entertainer's Lute

Item 12

coda enchantment occult staff 

Price 1,900 gp

Usage held in 2 hands; Bulk L

Category Coda

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

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

The item bonuses are +2.

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

Main Item: Entertainer's Lute

Treasure Vault, page 136.

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Major Etheric Essence Disruptor

Item 15

uncommon consumable gadget 

Price 6,500 gp

Usage held in 1 hand; Bulk 1

Activate [>>] Interact

Category Consumable

An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Voltaic etheric-spirit singers, though without the need for a Voltaic coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active divine or occult spell within 90 feet, with a +24 counteract modifier and counteract level of 8.

Main Item: Etheric Essence Disruptor

Guns & Gears, page 68.

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Major Explosive Mine

Item 18

uncommon consumable gadget 

Price 4,000 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Consumable

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

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

Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing 18d6 fire damage to any creatures in a 10-foot emanation with a DC 38 basic Reflex save.

Main Item: Explosive Mine

Guns & Gears, page 69.

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Major Exsanguinating Ammunition

Item 12

alchemical consumable 

Price 360 gp

Ammunition any

Activate [>] Interact

Category Consumable

This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains weakness 5 to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration.

Main Item: Exsanguinating Ammunition

Guns & Gears, page 170.

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Major Eye Slash

Item 9

divination invested magical tattoo 

Price 700 gp

Usage tattooed on the body; Bulk —

Category Tattoo

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

The tattoo also grants you a +2 item bonus to Perception checks that involve sight.

Main Item: Eye Slash

Treasure Vault, page 120.

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Major Faith Tattoo

Item 12

divine invested tattoo 

Price 1,700 gp

Usage tattooed on the body; Bulk —

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

Category Tattoo

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

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

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

The spell is 5th level, and its DC is 30.

Craft Requirements silver worth 2 gp to include in the ink

Main Item: Faith Tattoo

Treasure Vault, page 120.

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Major Fanged

Rune 15

uncommon magical transmutation 

Price 6,000 gp

Usage etched onto a melee weapon

Category Rune

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

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

In animal form, you gain low-light vision, imprecise scent to a range of 30 feet, and a +10-foot item bonus to your Speed.

Main Item: Fanged

LOTGB, page 106.

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Major Fire and Iceberg

Item 17

uncommon alchemical consumable 

Price 2,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Fiery Anulite paprika, sunrise cinnamon, and winterbite are hidden inside this salad's translucent leaves, bringing the cool of snow and the heat of steam to every bite. The dueling sensations make some diners sweat and others shiver, but all leave with a lasting sense of heat and cold that make other sources pale in comparison. When you consume the salad, you gain resistance 15 to fire and cold for 10 minutes.

Main Item: Fire And Iceberg

LOTGB, page 46.

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Major Firestarter Pellets

Item 15

catalyst consumable magical 

Price 1,200 gp

Usage held in 1 hand; Bulk L

Category Consumable

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

Main Item: Firestarter Pellets

Secrets of Magic, page 168.

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Major Five-Feather Wreath

Item 12

air magical spellheart transmutation 

Price 1,750 gp

Usage affixed to armor or a weapon

Category Spellheart

Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by Activating this item is +19, and the spell DC is 29.

Activate Cast a Spell; Effect You cast gale blast.
Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level wall of wind.
Activate Cast a Spell; Frequency once per day; Effect You cast air walk.
Main Item: Five-feather Wreath

Secrets of Magic, page 170.

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Major Flaming Star

Item 12

evocation fire magical spellheart 

Price 1,750 gp

Usage affixed to armor or a weapon

Category Spellheart

A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. The spell attack roll of any spell cast by Activating this item is +19, and the spell DC is 29.

Activate Cast a Spell; Effect You cast produce flame.
Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level fireball.
Activate Cast a Spell; Frequency once per day; Effect You cast wall of fire.
Main Item: Flaming Star

Secrets of Magic, page 170.

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Major Flare Beacon

Item 16

uncommon consumable gadget 

Price 1,500 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact

Category Consumable

Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 180-foot radius and dim light in the next 180 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures within a 30-foot radius of the beacon must succeed at a DC 35 Fortitude save or be dazzled until they are no longer within 30 feet of it. Additionally, on a critical failure, they are also blinded for 1 round.

Main Item: Flare Beacon

Guns & Gears, page 69.

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Major Focus Cathartic

Item 18

alchemical consumable elixir healing 

Price 3,250 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Focus briefly calms your neurons, helping ease mental effects.

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

The serum has a +28 counteract modifier.

Main Item: Focus Cathartic

Advanced Player’s Guide, page 253.

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Major Frost Vial

Item 17

alchemical bomb cold consumable splash 

Price 2,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

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

Main Item: Frost Vial

Core Rulebook, page 545.

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Major Ghost Charge

Item 17

alchemical bomb consumable positive splash 

Price 2,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

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

The bomb deals 4d8 positive damage and 4 positive splash damage, and the target is enfeebled 2 until the start of your next turn.

Main Item: Ghost Charge

Advanced Player’s Guide, page 253.

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Major Goggles of Night

Item 18

invested magical transmutation 

Price 20,000 gp

Usage worn eyepiece; Bulk —

Category Worn Item

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

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

The item bonus is +3, and the goggles grant greater darkvision, which lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first.

Main Item: Goggles of Night

Core Rulebook, page 610.

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Major Golden Branding Iron

Item 13

uncommon consumable magical talisman transmutation 

Price 450 gp

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

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

Category Talisman

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

Your arcane sigil never fades naturally.

Main Item: Golden Branding Iron

OoA2, page 76.

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Major Golden-Cased Bullet

Item 16

uncommon consumable divination magical 

Price 2,000 gp

Ammunition round

Activate [>] envision

Category Consumable

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

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

Main Item: Golden-Cased Bullet

OoA2, page 76.

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Major Goo Grenade

Item 17

uncommon alchemical bomb consumable splash 

Price 2,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

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

You gain a +3 item bonus to attack rolls. The target takes 4d4 acid damage, 4 persistent acid damage, and 4 acid splash damage. They take a –10-foot circumstance penalty to their Speeds. The Escape DC is 35.

Main Item: Goo Grenade

LOIL, page 306.

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Major Goz Mask

Item 12

uncommon invested magical transmutation 

Price 1,900 gp

Usage worn mask

Category Worn Item

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

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

The major goz mask gives you darkvision and allows you to ignore all concealment from any environmental effects for 1 hour.

Main Item: Goz Mask

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

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Major Goz Mask

Item 12

invested magical transmutation 

Price 1,900 gp

Usage worn mask; Bulk —

Category Worn Item

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

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

The mask gives you darkvision and allows you to ignore all concealment from any environmental effects for 1 hour.

Main Item: Goz Mask

Treasure Vault, page 154.

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Major Grim Sandglass

Item 12

magical necromancy spellheart 

Price 2,000 gp

Usage affixed to armor or a weapon

Category Spellheart

One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow to keep the two sides in equilibrium. The spell DC of any spell cast by Activating this item is 29.

Activate Cast a Spell; Effect You cast chill touch.
Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level harm or heal.
Activate Cast a Spell; Frequency once per day; Effect You cast enervation or 4th-level restoration.
Main Item: Grim Sandglass

Secrets of Magic, page 171.

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Major Guardian Staff

Item 14

magical necromancy staff 

Price 4,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

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

Main Item: Guardian Staff

Treasure Vault, page 132.

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Major Healing Potion

Item 18

consumable healing magical necromancy potion 

Price 5,000 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 8d8+30 Hit Points.

Main Item: Healing Potion

Core Rulebook, page 563. Reprinted in BB.

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Major Healing Vapor

Item 17

alchemical consumable healing 

Price 3,000 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 3 Hit Points every minute and gets a +3 bonus.

Main Item: Healing Vapor

Treasure Vault, page 54.

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Major Impact Foam Chassis

Item 14

uncommon consumable gadget 

Price 650 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 moderate impact foam decreases the falling damage by up to 200 falling damage, taking damage equal to the amount of falling damage the foam reduced. The foam has 200 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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Major Impossible Cake

Item 17

uncommon alchemical consumable 

Price 2,500 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 1 hour after the meal, you gain a +4 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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Major Indomitable Keepsake

Item 15

abjuration consumable fortune magical talisman 

Price 1,200 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 30, 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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Major Insistent Door Knocker

Item 17

conjuration magical 

Price 13,500 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 +3, and the door knocker can penetrate up to 10 feet of material when activated.

Main Item: Insistent Door Knocker

LOCG, page 72.

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Major Jolt Coil

Item 12

electricity evocation magical spellheart 

Price 1,750 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 5, extra damage when affixed to a weapon is 1d8, and the spell DC is 29.

Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level lightning bolt.
Activate Cast a Spell; Frequency once per day; Effect You cast draw the lightning .
Main Item: Jolt Coil

Treasure Vault, page 126.

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Major Judgment Thurible

Item 20

evocation magical spellheart 

Price 65,000 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 43.

Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level divine decree.
Activate Cast a Spell; Frequency once per day; Effect You cast summon deific herald .
Main Item: Judgment Thurible

Treasure Vault, page 126.

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Major Juggernaut Mutagen

Item 17

alchemical consumable elixir mutagen polymorph 

Price 3,000 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 +4 item bonus to Fortitude saves and 45 temporary Hit Points for 1 hour. When you roll a success on a Fortitude save, you get a critical success instead, and your critical failures on Fortitude saves become failures 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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