Items: M (Part 1 of 9)

60 items, from Mace to Major Brooch of Inspiration.

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Part: 1 2 3 4 5 6 7 8 9

Mace · Mace Multipistol · Machete · Maefalei Breastplate · Maefalei Half Plate · Maefalei Plate · Maefalias Hornbow · Maekuth's Staff · Maekuth's Staff · Maestro's Chair · Maestro's Instrument · Mage Bane · Magic Wand · Magical Hearing Aids · Magical Lock Fulu · Magical Prosthetic Eye · Magnetic Construction Set · Magnetic Shield · Magnetic Shot · Magnetic Suit · Magnetic Suit · Magnetite Scope · Magnetite Scope · Magnetizing · Magnifying Glass · Magnifying Glass Of Elucidation · Magnifying Scope · Magnifying Scope · Magnolia Bewitching Bloom · Mail of Luck · Main-gauche · Major Ablative Armor Plating · Major Ablative Shield Plating · Major Accursed Staff · Major Acid Flask · Major Addiction Suppressant · Major Addiction Suppressant · Major Alchemist Goggles · Major Alchemist's Fire · Major Alignment Ampoule · Major Alluring Scarf · Major Animal Repellent · Major Animal Staff · Major Antidote · Major Antiplague · Major Armory Bracelet · Major Bagpipes of Turmoil · Major Beast Staff · Major Beastmaster's Sigil · Major Bestial Mutagen · Major Big Rock Bullet · Major Blade Byrnie · Major Blast Boots · Major Blight Bomb · Major Boreal Staff · Major Bottled Lightning · Major Bottled Sunlight · Major Breath Blaster · Major Brightbloom Posy · Major Brooch of Inspiration

Mace

Item

shove 

Price 1 gp

Bulk 1

Damage 1d6 bludgeoning

Hands 1

Category Simple Melee Weapon; Group Club

With a stout haft and a heavy metal head, a mace is sturdy and allows its wielder to deliver powerful blows and dent armor.

Core Rulebook, page 280.

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Mace Multipistol

Item

uncommon combination 

Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth

Price 13 gp

Bulk 1

Ranged

Traits capacity 3, concussive, fatal d8

Damage 1d4 piercing

Ammunition round; Range 20 ft.; Reload 1

Group Firearm

Melee

Traits critical fusion, shove

Damage 1d6 bludgeoning

Group Club

Hands 1

Category Martial Ranged Weapon

At first glance this weapon looks like nothing more than an iron-bound club. But the top of the weapon features a latch that opens to reveal three rotating pistol muzzles concealed in the mace's head that can be fired and rotated using triggers built into the weapon's haft.

Guns & Gears, page 158.

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Machete

Item

deadly d8 sweep 

Price 7 sp

Bulk L

Damage 1d8 slashing

Hands 1

Category Martial Melee Weapon; Group Sword

This medium-length sword has a wide, gently curved blade and long grip. Though it's typically used to hack through heavy foliage, the machete can also b used as a deadly weapon.

Treasure Vault, page 25. Originally in LOGM.

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Maefalei Breastplate

Item 1

uncommon 

Access A character who is a member of the Moribaetond has access to this option.

Price 10 gp

Bulk 1

AC Bonus +4; Dex Cap +1

Strength 16; Check Penalty –-2; Speed Penalty –5 ft.

Category Medium Armor; Group Plate

Moribaetond wear a variety of armors decorated with designs specific to the order. Maefalei half plate is the armor of choice for Maefalei signifiers, and Maefalei breastplate serves those in the order who lack the training to wear heavy armor.

A character who is a member of the Moribaetond has access to these uncommon armors.

Treasure Vault, page 9.

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Maefalei Half Plate

Item 1

uncommon 

Access A character who is a member of the Moribaetond has access to this option.

Price 20 gp

Bulk 3

AC Bonus +5; Dex Cap +1

Strength 16; Check Penalty –-3; Speed Penalty –10 ft.

Category Heavy Armor; Group Plate

Moribaetond wear a variety of armors decorated with designs specific to the order. Maefalei half plate is the armor of choice for Maefalei signifiers, and Maefalei breastplate serves those in the order who lack the training to wear heavy armor.

A character who is a member of the Moribaetond has access to these uncommon armors.

Treasure Vault, page 9.

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Maefalei Plate

Item 2

uncommon bulwark 

Access A character who is a member of the Moribaetond has access to this option.

Price 35 gp

Usage worn armor; Bulk 4

AC Bonus +6; Dex Cap +0

Strength 18; Check Penalty –3; Speed Penalty –10 ft.

Category Heavy Armor; Group Plate

Moribaetond wear a variety of armors decorated with designs specific to the order. Maefalei half plate is the armor of choice for Maefalei signifiers, and Maefalei breastplate serves those in the order who lack the training to wear heavy armor.

A character who is a member of the Moribaetond has access to these uncommon armors.


Few armors in the Graikitain Sea region are as memorable as the iconic Maefalei plate. While each order has its own flourishes, Maefalei plate is instantly recognizable to any who know of the Moribaetond.

Moribaetond go to extreme measures to punish non-Moribaetond who get their hands on Maefalei plate, and the reward is not usually worth the risk, since for non-Moribaetond, the armor is functionally similar to full plate.

— LOCG, page 80.

Treasure Vault, page 9. Originally in LOCG.

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Maefalias Hornbow

Item

uncommon deadly d6 propulsive 

Price 11 gp

Bulk 2

Damage 1d8 piercing

Range 40 ft.; Reload 0

Hands 1+

Category Advanced Ranged Weapon; Group Bow

These immense bows are traditionally made from the horns of great beasts, though modern residents of Vraigraem, the northernmost nation in Moutriavriam, often use composite materials or even small trees as the weapon's base. While Maefalias hornbows have a shorter range than other bows, they make up for it by focusing the power of the longbow at a short distance and can be used from horseback—perfect for the skirmishing fighting style of mounted Maefalias troops. While it's difficult for those in Khaigraik to get their hands on these Maefalias weapons, a small warband of beast-riding orcs from the Zeshai managed to arm themselves with Maefalias hornbows and cut a bloody swathe through adventurers and neighboring militaries alike for several years before they were finally defeated via a desperate ambush. The stories of that warband spread, causing Khaigraiki adventurers with little knowledge of Moutriavriam to associate the bows with orcs. Maefalias characters have access to the Maefalias hornbow.

LOTGB, page 107.

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Maekuth's Staff

Item 4+

divination magical staff 

Usage held in 1 hand; Bulk 1

Category Staff

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

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

Type maekuth's staff; Level 4; Price 90 gp

Type greater maekuth's staff; Level 8; Price 450 gp

Type major maekuth's staff; Level 12; Price 1,800 gp

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

Core Rulebook, page 592.

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Maekuth's Staff

Item 4

divination magical staff 

Price 90 gp

Usage held in 1 hand; Bulk 1

Category Staff

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

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

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

Main Item: Maekuth's Staff

Core Rulebook, page 592.

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Maestro's Chair

Item 7

enchantment magical 

Price 350 gp

Bulk 6

Category Wheelchair Assistive Item

A maestro's chair is a traveler's chair with the impulse control upgrade (see below) and a small pipe organ installed into the frame. You can use the maestro's chair to make Performance checks in the same manner that you could use any mundane instrument, using both of your hands. When you make a Performance check using your chair, you gain a +1 item bonus to the check.

Activate [>] Interact; Frequency once per 10 minutes; Effect You use your chair to Stride up to your chair's speed. If you have a composition cantrip that is currently active, you Sustain it as a free action.

LOTGB, page 70.

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Maestro's Instrument

Item 3+

enchantment magical 

Usage held in 2 hands; Bulk 1

Category Held

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

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

Type lesser; Level 3; Price 60 gp

Type moderate; Level 10; Price 900 gp

The item bonus is +2, and the charm spell is 4th level (DC 27).

Type greater; Level 18; Price 19,000 gp

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

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

Core Rulebook, page 574.

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Mage Bane

Item 12

uncommon alchemical consumable injury poison 

Price 325 gp

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Poison

Upon being mixed and injected into the bloodstream, this powder of the crimson orchid quickly assaults the brain and nerves, disrupting the victim's ability to piece together coherent thoughts and spells.

Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 mental damage and stupefied 2 (1 round); Stage 2 3d6 mental damage and stupefied 3 (1 round); Stage 3 4d6 mental damage and stupefied 4 (1 round)

Age of Ashes #5: Against the Scarlet Triad, page 79.

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Magic Wand

Item 3+

magical wand 

Usage held in 1 hand; Bulk L

Category Wand

This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level.

Type 1st-level spell; Level 3; Price 60 gp

Type 2nd-level spell; Level 5; Price 160 gp

Type 3rd-level spell; Level 7; Price 360 gp

Type 4th-level spell; Level 9; Price 700 gp

Type 5th-level spell; Level 11; Price 1,500 gp

Type 6th-level spell; Level 13; Price 3,000 gp

Type 7th-level spell; Level 15; Price 6,500 gp

Type 8th-level spell; Level 17; Price 15,000 gp

Type 9th-level spell; Level 19; Price 40,000 gp

Craft Requirements Supply a listed-level casting of the spell.

Core Rulebook, page 597.

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Magical Hearing Aids

Item 1

divination magical 

Price 5 gp

Usage worn

Category Hearing Assistive Item

These curved hearing aids hook over the top and sit behind your ear, with a receiver that fits into the ear opening. The external part of the device detects sound waves and, using divination magic, transfers them down the receiver and into your ear. You can wear one or two depending on your hearing loss, and you can turn your hearing aids on or off using an Interact action.

LOTGB, page 68.

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Magical Lock Fulu

Item 4

consumable fulu magical transmutation 

Price 15 gp

Usage affixed to a door, window, or container

Category Consumable

Duration 1 hour The symbols on this fulu depict a lock and winding chains. Affixing this fulu over the seam or frame of the target locks it, even if it has no latch or existing lock.

As many as nine fulus can be applied to the same target. One fulu equates a poor lock (DC 15), three a simple lock (DC 20), and nine an average lock (DC 25).

Secrets of Magic, page 160.

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Magical Prosthetic Eye

Item 1

divination magical 

Price 5 gp

Usage worn; Bulk L

Category Worn Item

This prosthetic eye converts visible light into a telepathic signal that is relayed to the wearer's mind using divination magic. As the wearer's mind must process the telepathic signal in the same way as it would a nerve impulse, the acuity and other abilities related to the vision provided by the magical prosthetic eye matches that of other members of your ancestry (for instance, a goblin with a magical prosthetic eye would be able to see in darkvision, while a human wearing the same prosthetic would need illumination). You can remove or replace a magical prosthetic eye using an Interact action.

Treasure Vault, page 107.

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Magnetic Construction Set

Item 1

Price 2 gp

Usage held in 2 hands; Bulk L

Category Held

This collection of small magnets and metal rods comes in a wooden box. The magnets are strong enough to firmly cling to metal objects but too weak to move or suspend them. The metal rods are a quarter of an inch in diameter and vary in length from 3 to 6 inches. If connected with the magnets, these rods can be used to build flimsy shapes and structures, which collapse if external weight or pressure is applied.

LOTGB, page 58.

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Magnetic Shield

Item 5

alchemical aura 

Price 130 gp

Usage held in 1 hand; Bulk 1

Activate [>] Interact

Category Held

Copper rings spiral around this steel shield. Twin electrical probes near the grip can socket into a jar of moderate (or higher leveled) bottled lightning, which takes 3 Interact actions to install. A loaded magnetic shield can be activated to convert it into an electromagnet. When an activated magnetic shield is raised, the circumstance bonus increases by 1 against attacks made with weapons primarily made of metal. If you use a Shield Block against a creature attacking you with such a weapon, you also gain a +1 item bonus to Disarm attempts against that weapon until the end of your next turn. The shield remains charged for 3 rounds, consuming the bottled lightning, and once the reaction has begun it can't be deactivated.

Treasure Vault, page 64.

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Magnetic Shot

Item 7+

consumable evocation magical 

Ammunition any

Activate [>] envision

Category Consumable

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

Type lesser; Level 7; Price 60 gp

The ammunition grants a +1 circumstance bonus to the attack roll, deals two additional weapon damage dice, and is deadly d8.

Type moderate; Level 12; Price 360 gp

The ammo grants a +1 circumstance bonus to the attack roll, deals three additional weapon damage dice, and is deadly d10.

Type greater; Level 17; Price 2,200 gp

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

Treasure Vault, page 82.

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Magnetic Suit

Item 4+

aura consumable 

Usage worn over armor and clothes; Bulk 1

Activate [>>] Interact

Category Consumable

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

While set to attract, you take a –1 item penalty to your AC against attacks made by metal weapons, while creatures within a 5-foot emanation other than you gain a +1 item bonus to their AC. If set to repel, you gain a +1 item bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +1 item bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a –1 item penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +1 item bonus to Athletics checks to Shove metal creatures, but you take a –1 item penalty to Climb metal objects and Grapple metal creatures.

Type magnetic suit; Level 4; Price 20 gp

Type greater magnetic suit; Level 10; Price 200 gp

The area that gains an AC bonus when attracting is a 10-foot emanation, and the item bonuses and penalties increase from 1 to 2.

Type major magnetic suit; Level 16; Price 2,000 gp

The area that gains an AC bonus when attracting is a 20-foot emanation, and the item bonuses and penalties increase from 1 to 3.

Guns & Gears, page 71.

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Magnetic Suit

Item 4

aura consumable 

Price 20 gp

Usage worn over armor and clothes; Bulk 1

Activate [>>] Interact

Category Consumable

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

While set to attract, you take a –1 item penalty to your AC against attacks made by metal weapons, while creatures within a 5-foot emanation other than you gain a +1 item bonus to their AC. If set to repel, you gain a +1 item bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +1 item bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a –1 item penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +1 item bonus to Athletics checks to Shove metal creatures, but you take a –1 item penalty to Climb metal objects and Grapple metal creatures.

Main Item: Magnetic Suit

Guns & Gears, page 71.

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Magnetite Scope

Item 9+

magical transmutation 

Usage attached ; Bulk L

Category Scope Customization

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

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

Type magnetite Scope; Level 9; Price 800 gp

Type greater magnetite Scope; Level 17; Price 16,000 gp

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

Guns & Gears, page 181.

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Magnetite Scope

Item 9

magical transmutation 

Price 800 gp

Usage attached ; Bulk L

Category Scope Customization

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

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

Guns & Gears, page 181.

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Magnetizing

Rune 10

evocation magical 

Price 900 gp

Usage etched onto metal armor

Category Rune

This rune alters the magnetic polarity of your armor, making other metal items drawn to it ever so slightly. You can amplify the magnetic power of the armor to keep another creature from getting away from you.

Activate [>] command; Frequency once per hour; Requirements A creature adjacent to you is made of metal or wearing metal armor; Effect You magnetize your armor. If you or the target attempt to move away from one another, treat each square as difficult terrain. This doesn't affect movement that keeps you the same distance from one another, so you could still Step if you remained adjacent to the target. This effect ends once either of you is no longer adjacent to the other at the end of an action.

This Activation might work on some creatures partially made of metal, such as those with metal scales, as determined by the GM. Likewise, the GM might determine some metal creatures are non-magnetic, depending on the metal they're made of.

Treasure Vault, page 13.

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Magnifying Glass

Item 3

Price 40 gp

Bulk —

Hands 1

Category Adventuring Gear

This quality handheld lens gives you a +1 item bonus to Perception checks to notice minute details of documents, fabric, and the like.

Core Rulebook, page 288.

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Magnifying Glass Of Elucidation

Item 5

uncommon divination magical 

Price 125 gp

Usage held in 1 hand

Category Held

These well-aged wooden magnifying glasses are engraved with a variety of runes. Each is imbued with a specific language.

When you use a magnifying glass to examine writing of its imbued language, it translates the writing into a language Urban Garden Wares you understand. For example, an elf who speaks only Elven using a magnifying glass of elucidation imbued with Dwarven would see Dwarven writing as Elven when observed through the magnifying glass. The magnifying glass only provides direct translations and doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to Decipher Writing.

Activate [>>>] envision, Interact; Frequency once per day; Effect You scan up to two pages of writing with the magnifying glass of elucidation, imbuing the magnifying glass with the information you scanned. You can use a separate 3-action activity to have the magnifying glass reproduce the imbued information onto blank paper exactly as it appeared when you Activated the magnifying glass. The reproduction is a direct copy of the pages but doesn't imbue the reproduction with any magical effects or other special effects. As such, you can copy the writing of a scroll, for example, but it will only be mundane writing and not have any magical effect. The magnifying glass can only hold one instance of information at a given time; Activating the magnifying glass a second time or reproducing the information clears out the magnifying glass's information.

Craft Requirements You know the language imbued in the magnifying glass.

LOTGB, page 110.

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Magnifying Scope

Item 3+

divination magical 

Usage attached ; Bulk L

Category Scope Customization

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

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

Type magnifying Scope; Level 3; Price 70 gp

Type greater magnifying Scope; Level 9; Price 800 gp

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

Type major magnifying Scope; Level 17; Price 16,000 gp

The item bonus is +3, and activating the scope increases the range increment by 20 feet.

Guns & Gears, page 181.

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Magnifying Scope

Item 3

divination magical 

Price 70 gp

Usage attached ; Bulk L

Category Scope Customization

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

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

Guns & Gears, page 181.

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Magnolia Bewitching Bloom

Item 6

enchantment invested magical tattoo 

Price 220 gp

Usage tattooed on the body; Bulk —

Category Tattoo

While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations.

These blooms are colorful, elegant representations of distinct flower species, as determined by its type.

Activate [>>] envision; Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have.

Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature's attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally's next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours.

Main Item: Bewitching Bloom

Treasure Vault, page 119.

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Mail of Luck

Item 13

divination invested magical 

Price 2,600 gp

Usage worn armor; Bulk 3

Category Armor

This suit of +2 resilient splint mail has a large, green gemstone inset in a prominent location.

Activate [F] envision; Frequency once per day; Trigger You are hit or critically hit with an attack, but damage hasn't been rolled yet; Effect You force the attacker to reroll the attack roll and use the worse result. This effect has the misfortune trait.

Activating the armor causes the gemstone to turn gray and become inert. You cannot activate the armor again until the stone returns to its original green color. The gem turns green again after 1 week or when a significant foe critically succeeds at an attack roll targeting you. (If an enemy rolls a critical success at an attack against you and you force the attacker to reroll that critical success, that critical success does not recharge the mail of luck.) Even if the armor's power returns before a week has elapsed, it can't be activated more than once per day.

Core Rulebook, page 558.

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Main-gauche

Item

agile disarm finesse parry versatile s 

Price 5 sp

Bulk L

Damage 1d4 piercing

Hands 1

Category Martial Melee Weapon; Group Knife

This parrying dagger features a robust guard to protect the wielder's hand.

Core Rulebook, page 281.

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Major Ablative Armor Plating

Item 13

uncommon consumable gadget 

Price 600 gp

Usage attached ; Bulk 1

Category Consumable

Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement.

The process of attaching the plating takes 10 minutes and grants the wearer of the armor 30 temporary Hit Points that last for 1 hour or until lost. Removing the plating early destroys it.

Main Item: Ablative Armor Plating

Guns & Gears, page 66.

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Major Ablative Shield Plating

Item 13

uncommon consumable gadget 

Price 600 gp

Usage attached ; Bulk 1

Category Consumable

Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can't attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes.

When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield 30 temporary Hit Points that last for 1 hour or until lost. Removing the plating early destroys it.

Main Item: Ablative Shield Plating

Guns & Gears, page 67.

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Major Accursed Staff

Item 14

magical necromancy staff 

Price 4,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff, you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse.

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: Accursed Staff

Treasure Vault, page 130.

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Major Acid Flask

Item 17

acid alchemical bomb consumable splash 

Price 2,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This flask filled with corrosive acid deals 1 acid damage, 4d6 persistent acid damage and 4 acid splash damage. You gain a +3 item bonus to attack rolls.

Main Item: Acid Flask

Core Rulebook, page 544.

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Major Addiction Suppressant

Item 14

rare consumable elixir 

Price 500 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain a +4 item bonus against the ongoing save against the drug's addiction.

Main Item: Addiction Suppressant

LOL, page 72.

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Major Addiction Suppressant

Item 14

alchemical consumable elixir healing 

Price 500 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant.

For every drug, a specific suppressant must be crafted—no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug's addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work.

You gain a +4 item bonus.

Special An addiction suppressant has the same rarity as the specific drug it's crafted to suppress.

Main Item: Addiction Suppressant

Treasure Vault, page 58.

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Major Alchemist Goggles

Item 17

invested magical transmutation 

Price 15,000 gp

Usage worn eyepiece; Bulk —

Category Worn Item

These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +3 item bonus to Crafting checks to Craft alchemical items and a +3 item bonus to attack rolls with alchemical bombs. You can also ignore lesser cover when making Strikes with alchemical bombs.

Main Item: Alchemist Goggles

Core Rulebook, page 605.

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Major Alchemist's Fire

Item 17

alchemical bomb consumable fire splash 

Price 2,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Alchemist's fire is a combination of volatile liquids that ignite when exposed to air.

You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage, 4 persistent fire damage, and 4 fire splash damage.

Main Item: Alchemist's Fire

Core Rulebook, page 545.

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Major Alignment Ampoule

Item 17

uncommon alchemical bomb consumable 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Category Bomb

This glass sphere is divided into four quarters, each of which contains a different material aligned with good, evil, chaos, or law, such as shavings from a holy relic or dried flowers that grew near a planar rift to the Abyss. You gain a +3 item bonus to attack rolls. When major alignment ampoule strikes a creature with a weakness to good, evil, chaos, or law, it deals 3d4 damage and 4 splash damage, which matches the creature's highest weakness. This damage is always based on the weaknesses of the initial target of the attack.

If a creature has multiple eligible weaknesses, randomly determine the damage type. An alignment ampoule has no effect against creatures that don't have a weakness to the ampoule's associated alignment types.

Main Item: Alignment Ampoule

LOPSG, page 39.

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Major Alluring Scarf

Item 16

uncommon enchantment magical 

Price 8,000 gp

Usage held in 1 hand

Category Held

This thin, multicolored scarf shifts between hues in almost dizzying patterns.

Activate [>>] Interact (emotion, enchantment, mental, visual); Frequency once per day; Effect You Stride. All creatures within 10 feet of you when you started the Stride must attempt a DC 24 Will save. On a failure, a creature becomes fascinated and must spend at least one of its actions on its next turn to move toward you. A fascinated creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting hostile to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting hostile to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute.

The DC is 35. You attempt to fascinate all creatures within 30 feet.

Main Item: Alluring Scarf

LOTGB, page 84.

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Major Animal Repellent

Item 16

alchemical consumable olfactory 

Price 1,600 gp

Usage held in 1 hand; Bulk L

Activate 1 minute Interact

Category Consumable

Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind.

You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal.

The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure).

The DC for saves is 35.

Main Item: Animal Repellent

Treasure Vault, page 52.

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Major Animal Staff

Item 12

divination magical staff 

Price 1,900 gp

Usage held in 1 hand; Bulk 1

Category Staff

This staff is topped with carved animal and monster heads.

While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify animals.

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: Animal Staff

Core Rulebook, page 592.

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Major Antidote

Item 14

alchemical consumable elixir healing 

Price 675 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

An antidote protects you against toxins. Upon drinking an antidote, you gain a +4 item bonus to Fortitude saving throws against poisons for 6 hours.

When you drink the antidote, you can immediately attempt a saving throw against one poison of 14th level or lower affecting you. If you succeed, the poison is neutralized.

Main Item: Antidote

Core Rulebook, page 546.

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Major Antiplague

Item 14

alchemical consumable elixir healing 

Price 675 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Antiplague can fortify the body's defenses against diseases.

Upon drinking an antiplague, you gain a +4 item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression.

When you drink the antiplague, you can immediately attempt a saving throw against one disease of 14th level or lower affecting you. If you succeed, you are cured of the disease.

Main Item: Antiplague

Core Rulebook, page 546.

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Major Armory Bracelet

Item 15

conjuration invested magical 

Price 6,000 gp

Usage worn; Bulk —

Category Worn Item

Several small charms shaped like weapons hang from an armory bracelet, which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms.

Activate [>>] envision, Interact; Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold.

The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.

Main Item: Armory Bracelet

Treasure Vault, page 153.

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Major Bagpipes of Turmoil

Item 12

coda enchantment occult staff 

Price 1,900 gp

Usage held in 2 hands; Bulk 1

Category Coda

While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer's enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize.

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: Bagpipes of Turmoil

Treasure Vault, page 136.

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Major Beast Staff

Item 15

magical staff transmutation 

Price 6,250 gp

Usage held in 1 hand; Bulk 1

Category Staff

The visages of beasts are carved into the painted wood of a beast staff, with a large head on top. When used as a weapon, the staff is a +1 striking staff. While wielding the staff while you have it prepared, you're affected by speak with animals. If you have Wild Empathy, you gain a +1 circumstance bonus on checks using it.

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

Used as a weapon, the staff is a +2 greater striking staff. The circumstance bonus if you have Wild Empathy is +2.

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

Main Item: Beast Staff

Treasure Vault, page 130.

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Major Beastmaster's Sigil

Item 9

conjuration magical spellheart 

Price 700 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

This silver disc displays an ever-changing etching of an animal.

When you affix the beastmaster's sigil, the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19. A weapon can benefit from only the melee weapon benefit or ranged weapon benefit. A thrown melee weapon gets the melee weapon benefit, and a combination weapon gets only one benefit, which you choose when you affix the spellheart. If it's unclear which one should apply, the GM decides.

Activate Cast a Spell; Effect You cast tame .
Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level summon animal to summon a cave scorpion B2 (armor), wolf (melee weapon), or bat swarm (ranged weapon).

The spell DC is 25, the item bonuses are +2, and the bleed damage is 3d6.

Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm B2 (ranged).
Main Item: Beastmaster's Sigil

Treasure Vault, page 124.

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Major Bestial Mutagen

Item 17

alchemical consumable elixir mutagen polymorph 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy.

Benefit You gain a +4 item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack that deals 1d8 slashing damage and has the agile trait and a jaws unarmed attack that deals 1d10 piercing damage. You also gain weapon specialization with the claws and jaws, or greater weapon specialization, if you already have weapon specialization with these unarmed attacks. The duration is 1 hour.

Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves.

Main Item: Bestial Mutagen

Core Rulebook, page 546.

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Major Big Rock Bullet

Item 15

uncommon consumable earth magical transmutation 

Price 1,150 gp

Ammunition sling bullet

Activate [>] Interact

Category Consumable

A big rock bullet is a sling bullet made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a big rock bullet transforms into a giant rock just before hitting the target. The target takes 12d6 additional bludgeoning damage on a successful hit. Even on a failed attack roll (but not a critical failure), the target takes 6d6 bludgeoning damage. Creatures with the Catch Rock reaction can use it against a big rock bullet.

Main Item: Big Rock Bullet

LOTGB, page 14.

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Major Blade Byrnie

Item 19

conjuration invested magical 

Price 35,000 gp

Usage worn armor; Bulk 1

Category Armor

Instead of chain links, this +1 chain shirt is assembled from metal "leaves" that each resemble a small blade.

Activate [>] Interact; Effect You pull a link from the armor, which transforms into a +1 striking dagger. The dagger disappears and reappears as a link in the armor after you Strike with it, or at the end of this turn if you don't make a Strike. You can Activate the blade byrnie in place of an Interact action to draw a weapon for abilities such as the Quick Draw feat.

Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune.

The armor is a +3 greater resilient chain shirt. The daggers are +3 greater striking daggers.

Main Item: Blade Byrnie

Treasure Vault, page 15.

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Major Blast Boots

Item 17

uncommon consumable gadget 

Price 2,750 gp

Usage worn (attached to footwear or feet); Bulk L

Activate [>] Interact

Category Consumable

These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 minute. When you Activate the major blast boots, you can High Jump or Long Jump, without the need to Stride first. When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 120 feet. Additionally, for 1 minute, the major blast boots remain active, allowing you to clumsily fly through the air for the duration. You gain a 30-foot Fly speed for the duration, but any time you Fly, you are clumsy 1 until the start of your next turn.

Main Item: Blast Boots

Guns & Gears, page 67.

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Major Blight Bomb

Item 17

alchemical bomb consumable poison splash 

Price 2,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Blight bombs contain volatile toxic chemicals that rot flesh. A major blight bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. You gain a +3 item bonus to attack rolls.

Main Item: Blight Bomb

Advanced Player’s Guide, page 252.

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Major Boreal Staff

Item 17

evocation magical staff 

Price 13,500 gp

Usage held in 1 hand; Bulk 1

Category Staff

A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff.

Activate [>] command; Frequency once per 10 minutes; Effect Attempt a Strike using the staff. That Strike deals 2d4 additional cold damage.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

When used as a weapon, this is a +3 greater striking frost staff. The additional cold damage from the activation ignores cold resistance.

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

Main Item: Boreal Staff

Treasure Vault, page 131.

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Major Bottled Lightning

Item 17

alchemical bomb consumable electricity splash 

Price 2,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. The bomb deals 4d6 electricity damage and 4 electricity splash damage. On a hit, the target becomes flat-footed until the start of your next turn. You gain a +3 item bonus to attack rolls.

Main Item: Bottled Lightning

Core Rulebook, page 545.

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Major Bottled Sunlight

Item 18

alchemical bomb consumable fire light positive splash 

Price 4,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Bomb

This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet). During this hour, it can be thrown like a bomb. This requires a single action to Activate with a Strike, like other bombs, and deals the damage below. If it's not thrown within an hour of the first activation, it defuses harmlessly and is consumed.

The bomb deals 4d4 positive damage, 4 positive splash damage, and 4d4 additional fire damage.

Main Item: Bottled Sunlight

Book of the Dead, page 18.

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Major Breath Blaster

Item 18

uncommon evocation magical 

Price 24,000 gp

Usage held in 2 hands; Bulk 2

Category Beast Gun Weapon

A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath weapons or the ability to spit energy are occasionally used. The implementation of the dragon's trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity.

A breath blaster's Strikes deal either acid, cold, electricity, fire, or poison damage, depending on the dragon type or other creature from which it was made, though it can otherwise be used like a normal blunderbuss. A breath blaster also can be activated to fire a line of energy in a 30-foot line or 15-foot cone, chosen when it's created and typically corresponding to the shape of the breath weapon used by the type of dragon or creature from which the breath blaster was created.

In theory, the foundational techniques required to create a breath blaster would allow for other damage types, but such breath blasters would require the trachea from the correct dragon or creature type and additional creation techniques, making such a breath blaster rare rather than uncommon.

Activate [>>] Interact (evocation, magical); Frequency once per minute; Effect You fire the breath blaster, dealing 4d6 damage of the appropriate type in the appropriate area.

Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison).

The major breath blaster's activation deals 10d6 damage, the DC is 38, and the area increases to either a 60-foot line or a 30-foot cone, chosen when it's created. It's a +3 greater striking blunderbuss.

Craft Requirements The initial raw materials must include the trachea of a ritually hunted dragon or other creature with a breath weapon with the appropriate damage type and area (line or cone) for the breath blaster.

Main Item: Breath Blaster

Guns & Gears, page 154.

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Major Brightbloom Posy

Item 19

conjuration magical plant spellheart 

Price 36,000 gp

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon.

The spell DC of any spell cast by activating this item is 24.

Activate Cast a Spell; Effect You cast tanglefoot.
Activate Cast a Spell; Frequency once per day; Effect You cast soothing blossoms .

The spell DC is 41.

Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level petal storm.
Activate Cast a Spell; Frequency once per day; Effect You cast burning blossoms .
Main Item: Brightbloom Posy

Treasure Vault, page 125.

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Major Brooch of Inspiration

Item 17

uncommon divination invested magical 

Price 12,500 gp

Usage worn

Category Worn Item

This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus to checks to Recall Knowledge with Lore skills.

Activate [>>] envision (fortune); Frequency once per day; Effect You think hard on a topic and receive a sudden inspiration. You attempt to Recall Knowledge using Lore.

On this check, you roll twice and take the higher result.

The item bonus is +3 and applies to all checks to Recall Knowledge with any skill. The activation has a frequency of once per 10 minutes, takes only a single action to activate, and you can attempt to Recall Knowledge with any skill.

Main Item: Brooch Of Inspiration

LOTGB, page 110.

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