Items: O (Part 1 of 2)

60 items, from O-yoroi to Ouroboros Buckles.

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Part: 1 2

O-yoroi · Oath Of The Devoted · Oathbow · Obfuscation Oil · Oblivion Essence · Obsidian Crystal Ball · Obsidian Steed Wondrous Figurine · Obsidian Tattletale Orb · Ochre Fulcrum Lens · Octopus Bottle · Ogre Hook · Oil (1 pint) · Oil of Animation · Oil of Corpse Restoration · Oil of Keen Edges · Oil of Mending · Oil Of Object Animation · Oil of Object Animation · Oil of Ownership · Oil of Potency · Oil of Repulsion · Oil Of Revelation · Oil of Skating · Oil of Swiftness · Oil Of Unlife · Oil of Weightlessness · Oil of Weightlessness · Oily Button · Old Louthe · Olfactory Obfuscator · Olfactory Obfuscator · Olfactory Stimulators · Omnidirectional Spear Snare · One Hundred Victories · Onyx Dog Wondrous Figurine · Onyx Panther · Ooze Ammunition · Ooze Skin · Oozepick · Oozepick · Open Mind · Opossum, Domestic · Oracular Crown · Orange Colorful Coating · Orange Prism Aeon Stone · Orb Of Dragonkind · Orb Shard · Orc Knuckle Dagger · Orc Necksplitter · Orchestral Brooch · Ordinary Clothing · Ordinary Mask · Orichalcum · Orichalcum Armor · Orichalcum Chunk · Orichalcum Ingot · Orichalcum Shield · Orichalcum Weapon · Origin Unguent · Ouroboros Buckles

O-yoroi

Item 2

bulwark laminar 

Price 35 gp

Bulk 5

AC Bonus +6; Dex Cap +0

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

Category Heavy Armor; Group Plate

Larger plates coupled with lamellar pieces to make up a suit of heavy lamellar. The custom-fitted and often highly decorative suit covers most of the body. Rounding out the suit are a tiered helmet and fearsome mask, often depicting a fiendish or monstrous creature.

Treasure Vault, page 9.

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Oath Of The Devoted

Item 9

rare contract divine invested magical necromancy 

Category Contract

You gain fire and mental resistance 5.

When you die, you rise as an undead creature with the zombie trait on the next round; if you are a PC, you become an NPC under Triafitan's control. Your stats remain the same, except that your alignment changes to evil. If you reach 0 Hit Points as a zombie, you are destroyed and do not rise again.

Activate [>] command; Frequency once per day; Effect You gain a +1 status bonus to Will saves. Choose a weapon or an unarmed Strike; your chosen attack deals an extra 1d6 fire damage for the next 1 minute.

Special If you are a zombie at a time when Groubogix is entirely purged of foreigners, your duty is fulfilled and you are immediately destroyed.

LOME, page 231.

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Oathbow

Item 11

divination magical 

Price 1,300 gp

Usage held in 1 hand; Bulk 2

Category Weapon

Constructed of a flexible, white wood and with ornate, twisting designs carved into its surface, this +2 striking composite longbow appears to have been made by elves. Sometimes when you loose an arrow, its whistling in flight sounds like a voice whispering in Elven, wishing for the swift defeat of your enemies.

Activate [>] command; Effect You swear an oath to destroy one creature you can see. For the next 7 days or until that creature is slain, your attacks with the bow against that creature deal 1d6 additional damage, and you gain a +2 circumstance bonus to Survival checks to Track that creature. Your critical hits against the target gain the bow's critical specialization effect (page 283); if they would already do so, they instead increase the DC of the Athletics check to Escape when critically hit to DC 20.

After you activate the bow, you can't activate it again for 7 days. If you kill the creature you've sworn an oath against, the oath ends and you need to wait only 10 minutes before you can activate it again.

Core Rulebook, page 602.

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Obfuscation Oil

Item 15

consumable illusion magical oil 

Price 1,200 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

You can spread this blue-gray gel on a single item with a Bulk of 3 or less to ward it against magical detection. It becomes immune to divination magic of 8th level or lower (such as locate). This oil is permanent, but it can be removed with acid.

Removing the oil in this way usually takes 1 minute for objects with Bulk of 1 or less, or a number of minutes equal to the item's Bulk.

Core Rulebook, page 561.

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Oblivion Essence

Item 19

uncommon alchemical consumable injury poison 

Price 6,500 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Poison

Created from a daemon's powdered soul gems or refined from the waters of Kreifalaid's rivers, oblivion essence causes victims to rapidly age and decay.

Saving Throw DC 42 Fortitude; Maximum Duration 6 rounds; Stage 1 8d6 poison damage and slowed 1 (1 round); Stage 2 10d6 poison damage, enfeebled 2, and slowed 1 (1 round); Stage 3 12d6 poison damage, enfeebled 3, slowed 1 (1 round)

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

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Obsidian Crystal Ball

Item 19

uncommon divination magical scrying 

Price 32,000 gp

Usage held in 1 hand; Bulk L

Category Held

This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a scrying spell by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target.

The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones.

Activate 1 minute (command, envision, Interact); Effect The crystal ball casts clairvoyance to your specifications.
Activate 10 minutes (command, envision, Interact); Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications.

Scrying is DC 41 and gives you the benefits of true seeing for anything you watch through it.

Main Item: Crystal Ball

Core Rulebook, page 572.

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Obsidian Steed Wondrous Figurine

Item 15

uncommon 

Price 6,000 gp

Usage held in 1 hand; Bulk L

Category Held

Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals.

Activate [>>] command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency (if any), appear in its entry below.

If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost.

This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place.

Main Item: Wondrous Figurine

Core Rulebook, page 576.

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Obsidian Tattletale Orb

Item 19

rare cursed divination magical scrying 

Usage held in 1 hand; Bulk 1

Category Held

A tattletale orb is a polished crystal sphere that appears to function as a crystal ball. If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb's type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb's type, to use another such device.

Tattletale orbs come in the same types as crystal balls, with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball.

The target is temporarily immune to the orb's true seeing for 24 hours. During that time, you see a false vision of the target's choice if you scry on the target. Despite being higher level than the spell, you can't disbelieve this illusion if scrying through the orb.

Main Item: Tattletale Orb

Treasure Vault, page 193.

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Ochre Fulcrum Lens

Item 11

unique enchantment invested occult 

Price 1,400 gp

Bulk 2

Category Other

This brownish-orange lens always seems dusty and gritty, even when wet. While you have the Ochre Fulcrum Lens invested, lassitude grips you. You gain resistance 10 to mental damage and a +2 status bonus to saves against emotion effects. You can also activate the lens in the following ways.

Activate [>>] Interact; Frequency once per day; Effect You hold up the Ochre Fulcrum Lens in your hand and the item casts crushing despair (DC 31 Will save).
Activate [>>] Interact (attack, possession); Effect as Crimson Fulcrum Lens, but the melee spell attack modifier is +21.

Abomination Vaults #3: Eyes of Empty Death, page 76.

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Octopus Bottle

Item 8

uncommon alchemical consumable expandable 

Price 100 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact

Category Consumable

Miniature octopus arms press up against the sides of this bottle, obscuring the rest of its contents. When opened, a Huge octopus bursts forth, which can appear in water instead of on the ground. Its arms attempt to grasp a creature with a reach of 15 feet. The octopus repositions that creature to a different space within its reach unless the target succeeds at a DC 24 Fortitude save.

If the octopus is in water, it then releases a cloud of ink in a 30-foot emanation. This cloud has no effect outside of water.

Creatures inside the cloud are undetected and can't use their sense of smell. The cloud dissipates after 1 minute.

Craft Requirements Supply a giant octopus corpse (Bestiary 250).

Treasure Vault, page 57.

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Ogre Hook

Item

uncommon deadly d10 trip 

Price 1 gp

Bulk 2

Damage 1d10 piercing

Hands 2

Category Martial Melee Weapon; Group Pick

Ogres are known for using immense, curved picks called ogre hooks. These uncommon weapons cost 1 gp, deal 1d10 piercing damage, have 2 Bulk, and require two hands to use. Ogre hooks are in the pick weapon group. Ogre hooks have the deadly 1d10 and trip weapon traits.

Bestiary, page 253.

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Oil (1 pint)

Item

Price 1 cp

Bulk —

Hands 2

Category Adventuring Gear

You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage.

Core Rulebook, page 288.

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Oil of Animation

Item 12

uncommon consumable magical oil transmutation 

Price 330 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

You can rub this bronze-colored oil onto a melee weapon to grant it the benefits of the dancing rune (page 583). Once you fail a flat check for the weapon, causing it to fall, this effect ends.

Core Rulebook, page 561.

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Oil of Corpse Restoration

Item 9

uncommon consumable magical necromancy oil 

Price 150 gp

Usage held in 2 hands; Bulk L

Activate 1 minute Interact

Category Oil

Adlet spiritual leaders create this thick purple gel so that the dead can temporarily assume their appearance in life during ancestral worship ceremonies. Spreading it over the bones of an undead creature or a lifeless corpse causes the gel to congeal, forming a cosmetic layer that covers or restores any missing or compromised flesh until the body mimics its appearance in life. The dead creature's flesh looks healthy and whole. It gains a +2 circumstance bonus on Deception checks to look like a living creature. The gel does not restore life or Hit Points and the flesh quickly rots away 8 hours after application.

Gatewalkers #3: Dreamers of the Nameless Spires, page 77.

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Oil of Keen Edges

Item 11

uncommon consumable magical oil transmutation 

Price 250 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

When this silvery salve is applied to a melee weapon that deals piercing or slashing damage, the weapon grows sharper and more dangerous for 1 minute, granting it the benefits of the keen rune.

Core Rulebook, page 561.

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Oil of Mending

Item 3

consumable magical oil transmutation 

Price 9 gp

Usage held in 2 hands; Bulk L

Category Oil

A vial of oil of mending appears to have countless translucent threads swirling within. Applying this oil to an item casts a 2nd-level mending spell to repair the item.

Core Rulebook, page 561.

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Oil Of Object Animation

Item 8+

uncommon consumable magical oil transmutation 

Usage held in 2 hands

Activate [>>] Interact

Category Oil

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

This animated object has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control.

Type oil of object animation; Level 8; Price 85 gp

Type greater oil of object animation; Level 16; Price 1,400 gp

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

Advanced Player’s Guide, page 258.

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Oil of Object Animation

Item 8

uncommon consumable magical oil transmutation 

Price 85 gp

Usage held in 2 hands

Activate [>>] Interact

Category Oil

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

This animated object has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control.

Main Item: Oil Of Object Animation

Advanced Player’s Guide, page 258.

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Oil of Ownership

Item 3+

consumable magical oil transmutation 

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.

Type lesser; Level 3; Price 8 gp

The stain lasts 24 hours.

Type moderate; Level 7; Price 55 gp

The stain lasts 1 week.

Type greater; Level 11; Price 210 gp

The stain lasts 1 month.

Treasure Vault, page 86.

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Oil of Potency

Item 2

consumable magical oil transmutation 

Price 7 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 striking weapon, or, if it's armor, it temporarily becomes +1 resilient armor. This lasts for 1 minute.

Core Rulebook, page 562.

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Oil of Repulsion

Item 11

abjuration consumable magical oil 

Price 175 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

This oil contains magnetically charged iron filings repelled into opposite ends of the vial. For 1 minute after you apply this oil to armor, any creature that hits you with a melee Strike must attempt a DC 28 Fortitude save with the following effects.

Success The creature is unaffected.Failure The creature is pushed up to 10 feet away from you (the GM determines the direction).Critical Failure As failure, and the creature is also knocked prone.

Core Rulebook, page 562.

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Oil Of Revelation

Item 5

consumable evocation magical oil 

Price 25 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

This bright oil, first created by humans as a tool to help them fight in darkness, holds flecks of tiny gemstones in suspension and smells like a struck tindertwig.

The first time a weapon coated with this oil damages a creature, the wound glows with light for 1 minute. If the creature is invisible, the light's position means it is merely hidden to creatures that would otherwise be unable to see it, rather than undetected. The light also negates the concealed condition due to lighting conditions. If the coated weapon doesn't damage a creature within 1 hour, the oil sloughs off and loses its power.

Advanced Player’s Guide, page 258.

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Oil of Skating

Item 2

consumable magical oil transmutation 

Price 5 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

This thin, slippery oil shimmers with a golden hue. Coating your shoes or feet with oil of skating enables you to skate quickly along flat surfaces for 1 hour. You gain a +10‑foot status bonus to your Speed, which doubles if you move on a downhill surface. You lose this bonus if moving on difficult terrain, greater difficult terrain, or uneven ground. Also, you treat any uphill movement as moving on difficult terrain while your feet are oiled and treat the results of any Acrobatics checks made to Balance as one degree worse.

Treasure Vault, page 87.

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Oil of Swiftness

Item 6

uncommon consumable magical oil transmutation 

Price 50 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

Anoint a weapon with oil of swiftness, which hisses upon application, to give it the benefits of the speed rune for 1 minute.

Treasure Vault, page 87.

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Oil Of Unlife

Item 1+

consumable magical necromancy negative oil 

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.

Type minor; Level 1; Price 4 gp

The oil restores 1d8 Hit Points.

Type lesser; Level 3; Price 12 gp

The oil restores 2d8+5 Hit Points.

Type moderate; Level 6; Price 50 gp

The oil restores 3d8+10 Hit Points.

Type greater; Level 12; Price 400 gp

The oil restores 6d8+20 Hit Points.

Type major; Level 18; Price 5,000 gp

The oil restores 8d8+30 Hit Points.

Advanced Player’s Guide, page 258.

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Oil of Weightlessness

Item 2+

consumable magical oil transmutation 

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour.

Type oil of weightlessness; Level 2; Price 6 gp

Type greater oil of weightlessness; Level 6; Price 36 gp

This oil can affect an item of 2 Bulk or less and lasts 8 hours.

Core Rulebook, page 562.

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Oil of Weightlessness

Item 2

consumable magical oil transmutation 

Price 6 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour.

Main Item: Oil of Weightlessness

Core Rulebook, page 562.

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Oily Button

Item 5

uncommon conjuration consumable magical talisman 

Price 30 gp

Usage affixed to armor

Activate [F] envision; Trigger You succeed at an Athletics check to Disarm; Requirements You are an expert in Athletics

Category Talisman

A thin sheen of slick oil covers this gaudy button. When you activate the oily button, your attempts to Disarm your opponent of an item before the start of the opponent's next turn gain a +4 circumstance bonus instead of +2, and the –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item lasts until the end of its next turn or until it uses an Interact action to adjust its grip.

The Slithering, page 60.

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Old Louthe

Item 12

unique enchantment magical 

Price 2,000 gp

Bulk 3

Category Other

This beloved tavern mascot is a shabby old stuffed beast mounted on an immense slab of ironwood. The beast is roughly the size and shape of a wolverine but with a broader snout, blue stripes along its upper legs and bristled back, and a club of spiked bone at the end of its long tail. No one can recall where Old Louthe originally came from, how the taxidermic beast came to stand in its tavern, or even whether it's a genuine article. The tradition of rubbing its bronzed claws for good luck has been observed for so long that the front claws are worn to stubs. Local belief holds that as long as Old Louthe stands, neither fire nor flood will claim its town.

Activate Interact (divination, fortune, occult); Frequency once per month; Effect You rub Old Louthe's bronzed claws for good luck before setting out on a task that might benefit the town. You can reroll a single failed saving throw within the next 24 hours, but you must take the second result, even if it's worse than your original result. Each person who rubs the claws can benefit only once per month, but there's no limit to how many people can draw on Old Louthe's luck.

Dark Archive, page 63.

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Olfactory Obfuscator

Item 3+

alchemical consumable elixir 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

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

Type olfactory obfuscator; Level 3; Price 9 gp

The duration is 10 minutes.

Type greater olfactory obfuscator; Level 10; Price 225 gp

The duration is 8 hours.

Advanced Player’s Guide, page 254.

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Olfactory Obfuscator

Item 3

alchemical consumable elixir 

Price 9 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

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

The duration is 10 minutes.

Main Item: Olfactory Obfuscator

Advanced Player’s Guide, page 254.

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Olfactory Stimulators

Item 1

magical 

Price 5 gp

Usage worn; Bulk —

Category Worn Item

This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A creature wearing olfactory stimulators gains a sense of smell, which is as precise as an average member of its species, as well as the scent special ability if members of its species typically have that ability.

Olfactory stimulators can be fitted to animal companions as well as sapient creatures; stimulators produced for companion use have the companion trait.

Treasure Vault, page 106.

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Omnidirectional Spear Snare

Snare 16

consumable mechanical snare trap 

Price 1,500 gp

Category Snare

As soon as a creature enters the snare's square, the snare unleashes wickedly powerful spears at the creature from all directions, dealing 19d8 piercing damage (DC 37 basic Reflex).

Core Rulebook, page 591.

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One Hundred Victories

Item 3

invested magical necromancy tattoo 

Price 60 gp

Usage tattooed on the body; Bulk —

Category Tattoo

One hundred cuts, healed into diamond-shaped scars, represent the ability to withstand the attacks of your enemies. Orc warriors covet these scar patterns and cluster them around what they consider to be their strongest assets—a pattern around the heart signifies a warrior with great endurance, while one along the arms indicates great upper body strength.

You gain a +1 item bonus to Intimidation checks. If you have Ferocity (such as from the Orc Ferocity feat or a similar ability), the first time each day you use it, instead of remaining at 1 Hit Point, your Hit Points are set to an amount equal to your ancestry Hit Points, even if this amount is more than you had before using Ferocity.

Treasure Vault, page 121.

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Onyx Dog Wondrous Figurine

Item 2

conjuration magical 

Price 34 gp

Usage held in 1 hand; Bulk L

Category Held

Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals.

Activate [>>] command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency (if any), appear in its entry below.

If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost.

This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision.

When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. The onyx dog can be activated once per week and remains in its form for up to 6 hours.

Main Item: Wondrous Figurine

Core Rulebook, page 576.

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Onyx Panther

Item 2

consumable magical talisman transmutation 

Price 7 gp

Usage affixed to armor; Bulk —

Activate [F] envision; Trigger You use a Sneak action; Requirements You are trained in Stealth.

Category Talisman

This small stone is a stylized panther shape. When you activate it, you can move your full Speed (instead of half) during the triggering Sneak and any other time you Sneak this turn.

Core Rulebook, page 569.

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Ooze Ammunition

Item 2+

acid alchemical consumable 

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.

Type lesser; Level 2; Price 7 gp

The ammunition deals 1d4 persistent acid damage and imposes a –5-foot penalty to Speed, and the Escape DC is 16.

Type moderate; Level 6; Price 42 gp

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

Type greater; Level 12; Price 350 gp

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

Type major; Level 18; Price 3,250 gp

The ammunition deals 4d4 persistent acid damage and imposes a –15-foot penalty to Speed, and the Escape DC is 38.

Treasure Vault, page 43.

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Ooze Skin

Item 5

alchemical 

Price 150 gp

Usage worn armor; Bulk 1

Activate [>] Interact

Category Armor

This leather armor has been treated with extract from oozes, which can be reactivated in the presence of a strong acid. A receptacle in the armor can hold an acid flask, which takes 3 Interact actions to install. A loaded suit of ooze skin can be activated to cause the leather to weep slippery protoplasm, granting an item bonus to Escape and Squeeze checks equal to the acid flask's item bonus. The protoplasm also irritates the skin on prolonged contact, causing any creature that grapples or swallows you to take acid damage equal to the acid flask's splash damage. Ooze skin remains activated for a number of rounds equal to the level of the acid flask installed. The effects consume the acid flask, and once the reaction has begun it can't be deactivated.

Treasure Vault, page 64.

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Oozepick

Item 4+

uncommon alchemical consumable 

Price 20 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

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

Type oozepick; Level 4; Price 20 gp

Type greater; Level 10; Price 200 gp

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

LOIL, page 306.

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Oozepick

Item 4

uncommon alchemical consumable 

Price 20 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

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

Main Item: Oozepick

LOIL, page 306.

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Open Mind

Item 10

uncommon invested magical tattoo 

Price 900 gp

Usage worn; Bulk —

Category Tattoo

Kithebriar teaches knowledge is the only power that matters. This tattoo of a stylized eye provides a +1 item bonus to Lore checks.

Activate [>] envision; Frequency once per hour; Effect Kithebriar opens your inner eye; you gain the effects of hypercognition.

LOIL, page 305.

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Opossum, Domestic

Item 0

Price 2 gp

Category Pet

This tamed version of the wild Staekhirn opossum is favored by those who like to match outfits with their pets, as the domestic opossum tolerates clothing and accessories. They're very tolerant of travel and can eat table scraps, making them popular with caravan drivers or ship captains.

LOTG, page 103.

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Oracular Crown

Item 11

divine focused invested necromancy 

Price 1,200 gp

Usage worn headwear; Bulk L

Category Worn Item

Patterns themed to your curse cover your oracular crown. As your curse worsens, the appearance of the crown changes, introducing extreme angles, stronger colors, or other indications of the intensity of your curse. Similarly, it gets closer to its natural form when you reduce the effects of your curse. You gain a +2 item bonus to Religion checks.

Activate [F] envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast an oracle revelation spell. If not used by the end of your turn, this Focus Point is lost.
Activate [>] command (healing, necromancy, positive); Frequency once per day; Requirements Your oracular curse is at its minor stage or higher; Effect You regain 3d8 Hit Points. This amount increases to 5d8 if your curse is at its moderate stage or 7d8 if it's at its major stage. If you have negative healing, this activation has the negative trait and not the healing and positive traits.

Craft Requirements You are an oracle.

Treasure Vault, page 151.

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Orange Colorful Coating

Item 3

alchemical consumable 

Price 12 gp

Usage held in 1 hand; Bulk L

Activate [>>>] Interact

Category Consumable

These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand.

It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted.

Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating's surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round.

Main Item: Colorful Coating

Treasure Vault, page 52.

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Orange Prism Aeon Stone

Item 16

uncommon invested magical transmutation 

Price 9,750 gp

Usage worn; Bulk —

Category Worn Item

Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.

When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body.

You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again.

There are various types of aeon stones, each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder.

An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone.

Activate [>] envision; Effect If your next action is to Cast a Spell, that spell's level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted.

Main Item: Aeon Stone

Core Rulebook, page 604. Expanded in LOPSG, LOWG.

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Orb Of Dragonkind

Item 25

unique arcane artifact enchantment 

Usage held in 1 hand; Bulk 1

Category Artifact

Each of the legendary orbs of dragonkind contains the essence and personality of a powerful dragon, with each of the 10 most famous orbs preserving a different type of metallic or chromatic dragon's spirit. It is believed that orbs for other types of true dragons exist, though that theory is yet to be confirmed.

While holding an orb of dragonkind, you are immune to the breath weapon of the dragon variety associated with the orb. An orb of dragonkind also grants a number of additional senses. You can communicate verbally and visually with the bearers of other orbs as if you were in the same room with them. You know if there are any dragons within 10 miles of you at all times; this extends to 100 miles for dragons of the type associated with the orb. If an associated dragon is within 1 mile, you know which direction the dragon is from you and the dragon's age, such as young, adult, or ancient. Each orb grants a 10th-level arcane innate spell that you can cast at will, determined by the specific orb.

The Orb of Gold Dragonkind can convey the innate spells of any of the other orbs, as well as their activated abilities, but it can grant each individual power only once per day. In addition, the bearer of the gold orb can use its 3-action activation to attempt to cast dominate on the bearer of another orb if they are within 1 mile, as if that bearer were a dragon of the associated type within 500 feet. The last reports of the Orb of Gold Dragonkind on Falavririak indicate the orb has been destroyed, however. GMs running campaigns in settings other than the Age of Graemorutaeth might decide the gold orb is still intact for their campaigns.

Bearing an orb of dragonkind earns you the enmity of all dragonkind forever because you profited from the enslavement of the dragon within the orb, even if you later lose the orb.

Spell Granted (DC 40) black dragon (darkness), blue dragon (hallucinatory terrain), brass dragon (speak with animals), bronze dragon (control water), copper dragon (hideous laughter), green dragon (entangle), red dragon (wall of fire), silver dragon (detect alignment [evil only]), white dragon (wall of ice)

Activate [>>>] command; Effect You cast a 10th-level dominate spell (DC 40) on a dragon of the type associated with the orb within 500 feet, except the effect lasts for 1 month rather than unlimited. The dragon does not receive its status bonus to saving throws against magic. The dragon is then temporarily immune to further domination via the orb for 24 hours.
Activate [>>] envision, Interact; Frequency three times per day; Effect You breathe an elemental blast that deals 25d6 damage (DC 40 basic Reflex save) in either a 60-foot cone or a 100-foot line (your choice). The breath's damage type matches the Breath Weapon of the dragon type associated with the orb of dragonkind (acid for the black orb, electricity for the blue orb, and so on)

Destruction An orb of dragonkind violently shatters and explodes when exposed to the Breath Weapon of a dragon who is a descendant of the dragon trapped within. The explosion deals damage as the 2-action activation above to all creatures within 90 feet.

Gamemastery Guide, page 110.

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Orb Shard

Item 20

rare artifact enchantment magical 

Usage held in 1 hand; Bulk –

Category Artifact

A shard of the Orb of Gold Dragonkind resembles a pointed length of crystal about the size and shape of a shortsword without a hilt. It functions as a +3 striking shortsword that deals 2d6 extra damage to dragons.

Each orb shard within 60 feet of the flawed orb of Gold Dragonkind increases the save DC against the orb by 1; thus, if all 13 remaining orb shards are in this area, the save DC against the flawed orb increases from DC 30 to DC 43. A talented spellcaster or crafter can integrate an orb shard back into the flawed orb to make this DC increase permanent.

Destruction An orb shard is extraordinarily resilient, but it can be damaged or even destroyed by mundane attacks (Hardness 40, HP 50, BT 25). It has weakness 30 to the Breath Weapons and Strikes of gold dragons.

Age of Ashes #6: Broken Promises, page 75.

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Orc Knuckle Dagger

Item

uncommon agile disarm orc 

Price 7 sp

Bulk L

Damage 1d6 piercing

Hands 1

Category Martial Melee Weapon; Group Knife

This stout, metal blade of orc design has a horizontal basket hilt with blades jutting from each end, or sometimes one blade like that of a katar.

Core Rulebook, page 281.

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Orc Necksplitter

Item

uncommon forceful orc sweep 

Price 2 gp

Bulk 1

Damage 1d8 slashing

Hands 1

Category Advanced Melee Weapon; Group Axe

This single-bladed bearded axe has a jagged blade that's perfect for separating bone from tendon and cartilage.

Core Rulebook, page 281.

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Orchestral Brooch

Item 8

auditory consumable evocation magical talisman 

Price 100 gp

Usage affixed to armor

Activate [F] envision; Trigger You attempt a Performance check, but you haven't rolled yet; Requirements You're a master in Performance.

Category Talisman

This silver brooch reverberates lightly with the sound of music every time anyone touches it. You can transform it into the shape of any chosen instrument when you Affix it. When you activate this talisman, your performance is accompanied by a grand procession of music that complements your own work, subject to your direction and intent. You receive a +1 status bonus to your Performance check. If you roll a success, you get a critical success instead.

After being used, the talisman remains a mundane silver brooch with the appearance of the chosen instrument, though it possesses no remaining power.

Secrets of Magic, page 174.

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Ordinary Clothing

Item

Price 1 sp

Bulk —

Category Adventuring Gear

Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes.

Main Item: Clothing

Core Rulebook, page 288.

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Ordinary Mask

Item 0

Usage worn mask

Category Worn Item

A mask helps you use the Impersonate action to pass yourself off as someone you aren't.

This ordinary mask is made out of cheap material, such as paper-mâché or simple cloth. This can be specially fitted over another mask.

Main Item: Mask

LOTGB, page 92.

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Orichalcum

Material 17+

rare precious 

Category Material

The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later.

Orichalcum Items
Hardness
HP
BT
Thin Items
High-grade
16
64
32
Items
High-grade
18
72
36
Structures
High-grade
35
140
70

Type orichalcum chunk; Price 1,000 gp; Bulk L

Type orichalcum ingot; Price 10,000 gp; Bulk 1

Type high-grade orichalcum object; Level 17; Price 10,000 gp per Bulk

Core Rulebook, page 579.

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Orichalcum Armor

Item 20

rare 

Usage worn armor; Bulk varies by armor

Category Material

Orichalcum armor can be etched with four magic property runes instead of three due to the magical empowerment of orichalcum. If you are wearing armor made of orichalcum, the armor grants you insights into the future, granting you a +1 circumstance bonus to initiative rolls.

Type high-grade orichalcum armor; Level 20; Price 55,000 gp + 5,500 gp per Bulk; Craft Requirements The initial raw materials must include orichalcum worth at least 27,500 gp + 2,750 gp per Bulk.

Core Rulebook, page 556.

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Orichalcum Chunk

Material 17+

rare precious 

Price 1,000 gp

Bulk L

Category Material

The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later.

Orichalcum Items
Hardness
HP
BT
Thin Items
High-grade
16
64
32
Items
High-grade
18
72
36
Structures
High-grade
35
140
70
Main Item: Orichalcum

Core Rulebook, page 579.

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Orichalcum Ingot

Material 17+

rare precious 

Price 10,000 gp

Bulk 1

Category Material

The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later.

Orichalcum Items
Hardness
HP
BT
Thin Items
High-grade
16
64
32
Items
High-grade
18
72
36
Structures
High-grade
35
140
70
Main Item: Orichalcum

Core Rulebook, page 579.

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Orichalcum Shield

Item 17+

rare 

Usage varies by shield

Category Shield; Group Shield

Orichalcum shields' time-bending properties are particularly useful for keeping them intact. The first time each day an orichalcum shield would be destroyed, it is instead left with 1 Hit Point and the broken condition.

Type high-grade orichalcum buckler; Level 17; Price 12,000 gp; Bulk L; Craft Requirements orichalcum worth at least 6,000 gp The shield has Hardness 14, HP 56, and BT 28.

Type high-grade orichalcum shield; Level 17

gp; Bulk 1; Craft Requirements orichalcum worth at least6,600 gp The shield has Hardness 16, HP 64, and BT 32.

The shield has Hardness 16, HP 64, and BT 32.

Core Rulebook, page 587.

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Orichalcum Weapon

Item 18

rare 

Usage varies by weapon

Category Weapon

Orichalcum weapons can have four magic property runes instead of three.

Due to orichalcum's temporal properties, etching the speed weapon property rune onto an orichalcum weapon costs half the normal Price (though transferring the rune to a weapon made of another material requires you to first pay the remaining Price and then pay the cost to transfer).

Type high-grade orichalcum weapon; Level 18; Price 22,500 gp + 2,250 gp per Bulk; Craft Requirements at least 11,250 gp of orichalcum + 1,125 gp per Bulk.

Core Rulebook, page 599.

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Origin Unguent

Item 2

alchemical consumable 

Price 6 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

This shimmering, violet unguent forms mild chemical bonds between objects with a matching composition. You apply the adhesive to two objects, or to an object and a creature. You can check if the two share an origin (such as if they were broken from the same whole, or if a poison sample or body part came from the same creature) by holding them together with the unguent between; if they match, the unguent becomes sticky.

Advanced Player’s Guide, page 255.

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Ouroboros Buckles

Item 19

rare invested magical transmutation 

Price 40,000 gp

Usage worn armor; Bulk 1

Category Armor

This ominous-looking +3 greater resilient greater acid-resistant buckle armor is deep red in color, favored by assassins who worship Saedrouk or Khaezaithus, and if unfastened, the many belts and buckles writhe like living snakes. Ouroboros buckles have the comfort trait. However, while wearing ouroboros buckles, the unfathomable concept of infinity pulls at your mind, and each time you awaken, you'd swear the armor hissed into your ear while you were asleep. The hissing suggested secret wisdom to you in Aklo, though you only ever remember it vaguely, like a fading dream.

Activate [>>] envision, Interact; Frequency once per day; Effect You call forth the cursed regenerative blood of an ouroboros to recover from your wounds. You gain regeneration 15 (Bestiary 343) for 1 minute; fire damage deactivates this regeneration. Each time you regain Hit Points from this regeneration, if you're in your normal form, you collapse into a Large swarm of Tiny snakes. This is a polymorph effect that changes you into a battle form.

When you're a swarm of snakes, you gain low-light vision, imprecise scent (30 feet), a Speed of 20 feet, a climb Speed of 20 feet, and a swim Speed of 20 feet. You have an AC of 16 + your level and ignore your armor's check penalty and Speed reduction. Also, you gain resistance 5 to physical damage and weakness 5 to area damage and splash damage. You can use none of your normal Strikes. Instead, you can use Swarming Bites, a single action that deals 4d4 piercing damage plus 2d6 poison damage to creatures in your space with a DC 41 basic Reflex save.

If you're in this battle form and are already at full HP when your regeneration occurs, the snakes instantaneously slither together, and you transform into your original form.

Activate [R] envision; Frequency once per minute; Trigger A foe within 15 feet hits you with a Strike that deals slashing or piercing damage; Effect Your ouroboros buckles spray acidic blood in a 15-foot cone toward the foe, dealing 5d6 acid damage with a DC 41 basic Reflex save.

Craft Requirements The initial raw materials must include blood from an ouroboros (Bestiary 3 194) to tan the leather.

Treasure Vault, page 18.

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