Items: M (Part 8 of 9)

60 items, from Moderate Oil of Ownership to Moderate Wardrobe Stone.

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Part: 1 2 3 4 5 6 7 8 9

Moderate Oil of Ownership · Moderate Oil of Unlife · Moderate Ooze Ammunition · Moderate Peshspine Grenade · Moderate Poison Concentrator · Moderate Poison Fizz · Moderate Potion of Disguise · Moderate Potion of Resistance · Moderate Potion of Retaliation · Moderate Potion of Swimming · Moderate Potion Patch · Moderate Pressure Bomb · Moderate Queasy Lantern · Moderate Quicksilver Mutagen · Moderate Red-Rib Gill Mask · Moderate Retaliation · Moderate Roaring Potion · Moderate Rope of Climbing · Moderate Rusting Ammunition · Moderate Salamander Elixir · Moderate Sanguine Mutagen · Moderate Sapling Shield · Moderate Sea Touch Elixir · Moderate Sealing Chest · Moderate Serene Mutagen · Moderate Serpent Oil · Moderate Silver Crescent · Moderate Silvertongue Mutagen · Moderate Sinew-Shock Serum · Moderate Sixfingers Elixir · Moderate Skunk Bomb · Moderate Snarling Badger · Moderate Soothing Tonic · Moderate Sparking Spellgun · Moderate Spiderfoot Brew · Moderate Spiritual Warhorn · Moderate Star Grenade · Moderate Stone Body Mutagen · Moderate Stone Body Mutagen · Moderate Sturdy Shield · Moderate Sulfur Bomb · Moderate Swapping Stone Bonmuan Swapping Stone · Moderate Tanglefoot Bag · Moderate Tentacle Potion · Moderate Theatrical Mutagen · Moderate Thunderbird Tuft · Moderate Thunderstone · Moderate Thurible of Revelation · Moderate Tome of Restorative Cleansing · Moderate Torrent Spellgun · Moderate True Name Amulet · Moderate Twilight Lantern · Moderate Universal Solvent · Moderate Unsullied Blood · Moderate Vaccine · Moderate Vaccine · Moderate Vermin Repellent Agent · Moderate Vexing Vapor · Moderate War Blood Mutagen · Moderate Wardrobe Stone

Moderate Oil of Ownership

Item 7

consumable magical oil transmutation 

Price 55 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

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

The stain lasts 1 week.

Main Item: Oil of Ownership

Treasure Vault, page 86.

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Moderate Oil of Unlife

Item 6

consumable magical necromancy negative oil 

Price 50 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Oil

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

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

The oil restores 3d8+10 Hit Points.

Main Item: Oil Of Unlife

Advanced Player’s Guide, page 258.

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Moderate Ooze Ammunition

Item 6

acid alchemical consumable 

Price 42 gp

Ammunition any

Activate [>] Interact

Category Consumable

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

The ammunition deals 2d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 20.

Main Item: Ooze Ammunition

Treasure Vault, page 43.

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Moderate Peshspine Grenade

Item 3

uncommon alchemical bomb consumable splash 

Price 10 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 +1 item bonus to attack rolls.

The bomb deals 2d6 piercing damage and 2 piercing splash damage, and the target is stupefied 1.

Main Item: Peshspine Grenade

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

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Moderate Poison Concentrator

Item 10

additive 1 alchemical 

Price 960 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 9 or lower.

Main Item: Poison Concentrator

Treasure Vault, page 64.

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Moderate Poison Fizz

Item 12

alchemical consumable lozenge 

Price 350 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 +2, the damage is 4d6, and the DC is 29.

Main Item: Poison Fizz

Treasure Vault, page 50.

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Moderate Potion of Disguise

Item 8

uncommon consumable magical polymorph potion transmutation 

Price 100 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.

Craft Requirements Initial raw materials must include a bit of blood, hair, or flesh of the creature the potion will allow the drinker to imitate. The potion can increase your size if the creature is larger than you, to a maximum of Large, and it can shrink you to a creature of size Tiny. This doesn't change any of your statistics, with the exception of reducing your reach to 0 feet as a Tiny creature.

Main Item: Potion Of Disguise

Advanced Player’s Guide, page 258.

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Moderate Potion of Resistance

Item 10

abjuration consumable magical potion 

Price 180 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Drinking this thick, fortifying potion grants resistance 10 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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Moderate Potion of Retaliation

Item 6

consumable evocation magical potion 

Price 50 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 2d4 damage.

Main Item: Potion Of Retaliation

Advanced Player’s Guide, page 259.

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Moderate Potion of Swimming

Item 6

consumable magical potion transmutation 

Price 50 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 10 minutes.

Main Item: Potion of Swimming

Core Rulebook, page 563.

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Moderate Potion Patch

Item 8

consumable magical transmutation 

Price 100 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 must be 15th level or lower.

Main Item: Potion Patch

Treasure Vault, page 97.

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Moderate Pressure Bomb

Item 3

uncommon alchemical bomb consumable force splash 

Price 12 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 moderate pressure bomb deals 2d4 bludgeoning damage and 2 bludgeoning splash damage. On a critical hit, the target is knocked prone. You gain a +1 item bonus to attack rolls, and Small or smaller targets are pushed 5 feet away from you.

Main Item: Pressure Bomb

PFUM.

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Moderate Queasy Lantern

Item 12

uncommon light magical necromancy 

Price 1,700 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 29. Creatures become sickened 2 on a failure or sickened 3 on a critical failure.

Main Item: Queasy Lantern

LOTGB, page 39.

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Moderate Quicksilver Mutagen

Item 3

alchemical consumable elixir mutagen polymorph 

Price 12 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 +2 item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-based attack rolls, and you gain a +10 foot bonus to your Speed. The duration is 10 minutes.

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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Moderate Red-Rib Gill Mask

Item 8

rare alchemical consumable 

Price 100 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 +2, or +3 against Dead Man's Breath, and the duration is 1 hour.

Main Item: Red-Rib Gill Mask

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

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Moderate Retaliation

Item 10

evocation magical 

Price 1,000 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 8d4 force damage and the save DC is 27.

Main Item: Retaliation

Treasure Vault, page 144.

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Moderate Roaring Potion

Item 13

consumable evocation magical potion sonic 

Price 550 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 5th-level bullhorn spell. The damage is 6d4 and the save DC is 30.

Main Item: Roaring Potion

Treasure Vault, page 90.

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Moderate Rope of Climbing

Item 5

magical transmutation 

Price 125 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 moderate rope of climbing once per hour instead of once per day.

Main Item: Rope Of Climbing

Advanced Player’s Guide, page 262.

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Moderate Rusting Ammunition

Item 13

alchemical consumable force 

Price 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 3d8 persistent damage for up to 5 rounds. For an object, the ammunition destroys a 5-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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Moderate Salamander Elixir

Item 12

alchemical consumable elixir 

Price 320 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 heat.

Main Item: Salamander Elixir

Core Rulebook, page 549.

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Moderate Sanguine Mutagen

Item 3

alchemical consumable elixir mutagen polymorph 

Price 12 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 +2 (or +3 against disease, poison, or fatigued), and the duration is 10 minutes.

Main Item: Sanguine Mutagen

Treasure Vault, page 60.

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Moderate Sapling Shield

Item 9

magical transmutation 

Price 680 gp

Usage held in 1 hand; Bulk 2

Category Held

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

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

The buckler has Hardness 8, HP 64, and BT 32.

Main Item: Sapling Shield

Treasure Vault, page 22.

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Moderate Sea Touch Elixir

Item 12

alchemical consumable elixir polymorph 

Price 300 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This briny concoction alters the skin on your hands and feet.

The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for 1 hour, and you can breathe underwater.

Main Item: Sea Touch Elixir

Core Rulebook, page 549.

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Moderate Sealing Chest

Item 7

uncommon abjuration magical 

Price 300 gp

Usage held in 2 hands; Bulk L

Category Held

Vigilant Seal members use these containers when transporting samples and relics.

The containers are soundproof, airtight, and studded with lead sheets, mistletoe, and other materials that block magical auras. Up to 1 Bulk of objects can be placed inside a sealing chest; the magic auras and curses of any objects placed within the chest cannot extend beyond the box unless they are of a greater level than the chest. Artifacts and similarly powerful items are unaffected regardless of level. Many cursed items prevent their bearer from removing them, but a successful remove curse gives enough time to stash the item in the chest.

Main Item: Sealing Chest

LOPSG, page 38.

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Moderate Serene Mutagen

Item 3

alchemical consumable elixir mutagen polymorph 

Price 12 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

You gain inner serenity, focused on fine details and steeled against mental assaults, but you find violence off-putting.

Benefit You gain a +2 item bonus to Will saves and Perception, Medicine, Nature, Religion, and Survival checks. This bonus improves to +3 when you attempt Will saves against mental effects. The duration is 10 minutes.

Drawback You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage.

Main Item: Serene Mutagen

Core Rulebook, page 549.

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Moderate Serpent Oil

Item 5

consumable magical oil transmutation 

Price 24 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed.

The oil can be applied to a Small object, producing a sea snake (Bestiary 2 245), or a Medium object, producing a ball python.

Main Item: Serpent Oil

Treasure Vault, page 87.

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Moderate Silver Crescent

Item 11

alchemical consumable light lozenge 

Price 235 gp

Usage held in 1 hand; Bulk —

Category Consumable

A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against olfactory effects according to the crescent's type. While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected.

Secondary Effect [>>] A ray of light descends on a 5-foot square of your choice within 120 feet. Any creature in that space takes positive damage with a basic Reflex save and is dazzled until the end of its next turn on a failed save.

This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert.

The bonus is +2, the DC is 28, and the ray deals 7d6 damage.

Main Item: Silver Crescent

Treasure Vault, page 50.

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Moderate Silvertongue Mutagen

Item 3

alchemical consumable elixir mutagen polymorph 

Price 12 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your features become striking and your voice becomes musical and commanding, though facts and figures become hazy for you and emotion clouds your ability to reason.

Benefit You gain a +2 item bonus to Deception, Diplomacy, Intimidation, and Performance checks. Your critical failures with any of these skill become failures instead. The duration is 10 minutes.

Drawback You take a –2 item penalty to Arcana, Crafting, Lore, Occultism, and Society checks. Choose one skill in which you are trained; for the duration, you become untrained in that skill. All your failures on checks to Recall Knowledge become critical failures.

Main Item: Silvertongue Mutagen

Core Rulebook, page 550.

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Moderate Sinew-Shock Serum

Item 4

alchemical consumable elixir healing 

Price 15 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This serum jolts the body to help shake off physical debilitations.

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

The serum has a +8 modifier for the roll.

Main Item: Sinew-shock Serum

Advanced Player’s Guide, page 254.

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Moderate Sixfingers Elixir

Item 11

uncommon alchemical consumable elixir polymorph 

Price 250 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This gritty, spicy fluid causes you to grow a sixth finger on each hand and gives you a spiderlike grip.

You gain a +2 item bonus to your Reflex DC to keep from being Disarmed and a climb Speed of 20 feet for the listed duration.

The duration is 1 hour.

Main Item: Sixfingers Elixir

The Slithering, page 61.

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Moderate Skunk Bomb

Item 3

alchemical bomb consumable olfactory poison splash 

Price 12 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better.

Critical Success The target is unaffected.Success The target is sickened 1.Failure The target is sickened 1 and slowed 1 while sickened.Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened.Creatures sickened by the bomb emit an odor that lasts 10 minutes after the sickened condition ends (or 1 hour if they were also blinded). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent.

You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage and 2 poison splash damage. The Fortitude DC is 17.

Main Item: Skunk Bomb

Treasure Vault, page 45.

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Moderate Snarling Badger

Item 12

consumable enchantment magical mental talisman 

Price 400 gp

Usage affixed to armor; Bulk —

Activate [F] command; Trigger You lose the dying condition; Requirements You have a wounded value of 1 or more.

Category Talisman

This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the wounded condition, the heroism ends immediately.

The heroism is 6th level.

Main Item: Snarling Badger

Treasure Vault, page 95.

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Moderate Soothing Tonic

Item 5

alchemical consumable elixir healing 

Price 28 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time.

You gain fast healing for 1 minute in an amount depending on the tonic's type.

You gain fast healing 3.

Main Item: Soothing Tonic

Treasure Vault, page 60.

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Moderate Sparking Spellgun

Item 9

attack consumable evocation fire magical spellgun 

Price 150 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact, Strike

Category Consumable

A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and persistent fire damage according to its type.

Critical Success The target takes double damage, takes double persistent damage, is blinded for 1 round, and is dazzled while the persistent damage lasts.Success The target takes full damage, full persistent damage, and is dazzled while the persistent damage lasts.

The damage is 7d6, and the persistent damage is 3d4.

Main Item: Sparking Spellgun

Treasure Vault, page 98.

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Moderate Spiderfoot Brew

Item 9

alchemical consumable elixir morph 

Price 150 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This sticky fluid is made from the silk glands of giant spiders.

When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to Climb for the listed duration.

The climb Speed is 20 feet, the item bonus is +2, and the duration is 10 minutes.

Main Item: Spiderfoot Brew

Treasure Vault, page 61.

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Moderate Spiritual Warhorn

Item 9

conjuration consumable force magical 

Price 150 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Consumable

A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies.

Once the magic is used, the warhorn remains as a non-magical musical instrument.

Four warriors manifest with a +17 attack modifier.

Main Item: Spiritual Warhorn

Treasure Vault, page 98.

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Moderate Star Grenade

Item 3

uncommon alchemical bomb consumable fire splash 

Price 10 gp

Usage held in 1 hand; Bulk L

Activate [>] These unusual gunpowder bombs, typically marked with a

Category Bomb

symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they Strike a target.

When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). Any effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades.

You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage and 2 splash damage.

Main Item: Star Grenade

OoA3, page 75.

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Moderate Stone Body Mutagen

Item 12

uncommon alchemical consumable elixir mutagen polymorph 

Price 300 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This mutagen calcifies your body making it as hard as stone.

Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount.

Drawback Your Speeds are reduced by 10 feet (minimum 5 feet) and you take a –2 penalty to Reflex saves.

You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour.

Main Item: Stone Body Mutagen

The Fall of Plaguestone, page 56.

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Moderate Stone Body Mutagen

Item 12

alchemical consumable elixir mutagen polymorph 

Price 300 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount.

Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a –2 penalty to Reflex saves.

You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour.

Main Item: Stone Body Mutagen

Treasure Vault, page 61.

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Moderate Sturdy Shield

Item 10

abjuration magical 

Price 1,000 gp

Usage held in 1 hand; Bulk 1

AC Bonus undefined; Hardness 13; HP 104; BT 52

Category Shield; Group Shield

With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy.

The shield has Hardness 13, HP 104, and BT 52.

Main Item: Sturdy Shield

Core Rulebook, page 588.

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Moderate Sulfur Bomb

Item 3

uncommon acid alchemical bomb consumable olfactory splash 

Price 12 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

A thick, sulfurous, irritating gas fills this golden-yellow flask.

You gain a +1 item bonus to attack rolls. The bomb deals 2d4 acid damage and 2 acid splash damage. On a hit, the target takes a –1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute.

Main Item: Sulfur Bomb

LOTGB, page 15.

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Moderate Swapping Stone Bonmuan Swapping Stone

Item 14

uncommon conjuration consumable magical teleportation 

Price 600 gp

Usage held in 1 hand

Activate [>] Interact

Category Consumable

This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone.

You can instead hurl the stone at a creature in an attempt to bring that creature closer to you.

Make a ranged Strike against a creature using your highest proficiency with a ranged weapon. The swapping stone has a range increment of 15 feet. On a hit, the stone shatters against the creature, casting dimension door on the creature and causing it to instantly teleport to a space adjacent to you. An unwilling creature can resist this teleportation with a successful DC 28 Will save.

The Will save DC is 31.

Main Item: Bonmuan Swapping Stone

Fists of the Ruby Phoenix #1: Despair on Danger Island, page 75.

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Moderate Tanglefoot Bag

Item 3

alchemical bomb consumable 

Price 10 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

A tanglefoot bag is filled with sticky substances.

When you hit a creature with a tanglefoot bag, that creature takes a –15-foot penalty to its Speeds for 1 minute.

You gain a +1 item bonus to attack rolls.

On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water.

The target can end any effects by Escaping (Escape DC 19) or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well.

Main Item: Tanglefoot Bag

Core Rulebook, page 545.

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Moderate Tentacle Potion

Item 10

consumable magical potion transmutation 

Price 155 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm.

Your clothing doesn't need to accommodate this limb of ghostly matter, which can extrude through your clothing and armor. The limb lasts 1 hour, and you can Dismiss the activation. You can't hide or disguise the tentacle. You can use the limb to perform simple Interact actions, such as opening an unlocked door. Your limb can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish. You can't use it to hold items. At one time, you can have only one extra limb from any version of this potion. Stronger tentacle potions replace the effects of weaker ones.

If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type.

As lesser, but you can use the limb to hold an item of up to light Bulk. You can also use the whole limb to hold onto a suitable anchor point, such as a tree branch, balcony, or rocky outcropping, subject to the GM's discretion. While using your limb this way, you have free use of all your other limbs, so you can perform tasks that require both hands. This potion lasts 8 hours.

Main Item: Tentacle Potion

Treasure Vault, page 91.

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Moderate Theatrical Mutagen

Item 3

alchemical consumable elixir mutagen polymorph 

Price 12 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Developed and widely used by students at the Lokhia Academy in Ziatroubax, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks.

Benefit You gain the listed item bonus to Acrobatics checks, Crafting checks, and Performance checks. If you're untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed.

Drawback You take a –1 penalty to Perception checks and Will saves. After any round where you don't spend at least 1 action to Interact with an object, Perform, Step, or Stride, you're flat-footed until the start of your next turn.

The bonus to rolls is +2, the bonus to Speed is +5 feet, and the duration is 1 minute.

Main Item: Theatrical Mutagen

Treasure Vault, page 61.

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Moderate Thunderbird Tuft

Item 5

catalyst consumable magical 

Price 25 gp

Usage held in 1 hand; Bulk L

Category Consumable

This carved chunk of amber contains a single tuft of gray feathers, which spark with electricity to create an odd jittery sensation in anyone holding the amber for long. When used as part of a shocking grasp spell, thunderbird tuft funnels electricity back into the spellcaster in a defensive nimbus. For 1 minute, any creature that touches you or that hits you with a melee unarmed attack or non-reach melee weapon attack takes 1d4 electricity damage, or 1d6 electricity damage if the creature is using a metal weapon.

Main Item: Thunderbird Tuft

Secrets of Magic, page 169.

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Moderate Thunderstone

Item 3

alchemical bomb consumable sonic splash 

Price 10 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a DC 20 Fortitude saving throw with the listed DC or be deafened until the end of its next turn. You gain a +1 item bonus to attack rolls.

Main Item: Thunderstone

Core Rulebook, page 546.

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Moderate Thurible of Revelation

Item 10

divination divine 

Price 900 gp

Usage held in 1 hand; Bulk 1

Category Held

This brass censer dangles on a length of chain.

Most thuribles of revelation are adorned with swirling Celestial text, though some are iron and feature Infernal or Abyssal text.

Activate [>>] Interact; Effect You light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to Religion checks, and any critical failure you roll when you Decipher Writing of a religious nature is a failure instead.

The thurible grants a +2 bonus. Once per day, when you activate the thurible, you can increase its revelations. During that activation, you can hold the thurible up to your eyes with an Interact action to gain the effects of see invisibility for 1 round by peering through the smoke.

Main Item: Thurible of Revelation

Core Rulebook, page 575.

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Moderate Tome of Restorative Cleansing

Item 9

grimoire magical necromancy 

Price 600 gp

Bulk L

Category Grimoire

This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes.

Activate [F] envision (healing, necromancy, positive); Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally; Effect Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour.

The creature gains 2d8 temporary Hit Points.

Main Item: Tome of Restorative Cleansing

Treasure Vault, page 113.

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Moderate Torrent Spellgun

Item 7

attack consumable evocation magical spellgun water 

Price 70 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact, Strike

Category Consumable

Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand.

Critical Success The target takes double damage and is knocked back 10 feet.Success The target takes full damage and is knocked back 5 feet.

The damage is 7d6.

Main Item: Torrent Spellgun

Treasure Vault, page 98.

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Moderate True Name Amulet

Item 10

rare invested magical 

Price 850 gp

Usage worn amulet

Category Worn Item

This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested.

If you can read the language in which the name is written, that creature always takes the effects of invoke true name against your spells (with a spell level equal to half the item's level, rounded up). In addition, when the creature uses any magical effect against you, you can immediately attempt to counteract it using Arcana, Nature, Occult, or Religion for the counteract check and the true name amulet's level to determine the counteract level.

Legendary amulets bearing the true names of creatures of level 21+ may exist.

Main Item: True Name Amulet

Secrets of Magic, page 247.

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Moderate Twilight Lantern

Item 10

uncommon light magical transmutation 

Price 850 gp

Usage held in 1 hand; Bulk L

Category Held

This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light.

Activate [>] envision; Effect You concentrate on the lantern's light and reduce or increase its radius.

The light can have a minimum radius of 5 feet and a maximum radius equal to double the light's standard radius.

Activate [>>] envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a beam of powerful moonlight, targeting a darkness effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10.

The counteract modifier is +17, and the maximum radius is equal to triple the light's standard radius.

Main Item: Twilight Lantern

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

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Moderate Universal Solvent

Item 5

alchemical consumable 

Price 21 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Originally formulated as a means of dissolving sovereign glue, this powerful solvent can break almost any adhesive's grip.

As universal solvent is particularly effective against sovereign glue, it automatically dissolves sovereign glue. It attempts to counteract any other adhesives, such as tanglefoot bags, with a counteract modifier depending on the type.

The serum has a counteract modifier of +9.

Main Item: Universal Solvent

Advanced Player’s Guide, page 255.

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Moderate Unsullied Blood

Item 8

uncommon catalyst consumable magical 

Price 85 gp

Usage held in one hand; Bulk L

Activate [>] envision

Category Consumable

Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was extracted. When this catalyst is added to a vampiric touch spell of up to 4th level, instead of gaining temporary Hit Points based on the damage dealt, you recover half of the damage dealt as Hit Points.

You can add the catalyst to a vampiric touch spell up to 5th level. In addition to the effects of lesser unsullied blood, if the amount of Hit Points that would be restored by the spell exceeds your Hit Point maximum, you gain the excess as temporary Hit Points.

Main Item: Unsullied Blood

LOIL, page 177.

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Moderate Vaccine

Item 6

rare consumable elixir 

Price 50 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

The duration is 1 week.

Main Item: Vaccine

LOL, page 71.

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Moderate Vaccine

Item 6

alchemical consumable elixir healing 

Price 50 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

The duration is 1 week.

Main Item: Vaccine

Treasure Vault, page 61.

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Moderate Vermin Repellent Agent

Item 8

uncommon alchemical consumable 

Price 75 gp

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Consumable

This specialized cream serves as a repellent to stave off insects.

The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you a +2 item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a DC 24 Will save when attempting to attack you with a melee Strike, or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute.

Critical Success The creature can act normally.Success The creature is frightened 1.Failure The creature is frightened 2.Critical Failure The creature is frightened 2 and fleeing. Main Item: Vermin Repellent Agent

LOPSG, page 101.

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Moderate Vexing Vapor

Item 3

uncommon alchemical bomb consumable inhaled mental poison splash 

Price 12 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the concentrate trait. This lasts until the end of its next turn (1 minute on a critical hit).

Main Item: Vexing Vapor

LOTGB, page 27.

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Moderate War Blood Mutagen

Item 3

uncommon alchemical consumable elixir mutagen polymorph 

Price 12 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding.

Benefit Choose one melee weapon you're holding in one or both hands. You gain the listed item bonus to your attack rolls with this weapon and to Will saves against fear effects. Any attempt to Disarm or otherwise remove the weapon from your hands must exceed the listed DC based on the type of war blood mutagen or the attempt fails.

Drawback You can't voluntarily remove the weapon unless you succeed at an Athletics check at the listed DC, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the concentrate trait, you must succeed at a DC 5 flat check or the action is lost.

The item bonus is +2, the DC to remove the weapon is 30, and the duration is 10 minutes.

Main Item: War Blood Mutagen

OoA1, page 77.

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Moderate Wardrobe Stone

Item 11

uncommon illusion invested magical 

Price 1,250 gp

Usage held in 1 hand; Bulk L

Category Held

This large stone eye is the size of a fist and decorated with elaborate carvings of robes and other garments.

Activate (1 minute) (envision, Interact); Effect You enter a brief trance in which you envision yourself entering a large dressing room. You maneuver through the endless dressing-room mindscape and search for whatever articles of clothing, accessories, and other garments you desire.

After the activation, you gain the effects of illusory disguise, except that it only causes you to appear to be wearing the exact outfit you selected within the mindscape. The illusion also disguises the wardrobe stone to match your outfit and not appear out of place, such as by appearing to be a glove or bracelet, though it continues to occupy your hand while you're under the effects of illusory disguise.

You can actively Dismiss the Spell, but the effects are also dismissed immediately when you're no longer holding the wardrobe stone.

You gain a +2 item bonus to a specific Lore skill associated with your outfit, such as Carpentry Lore when wearing a carpenter's outfit or Cooking Lore when wearing a chef's outfit.

Activate (1 minute) (envision, Interact); Frequency once per day; Effect You cast prying eye.
Main Item: Wardrobe Stone

LOTGB, page 51.

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