Items: P (Part 3 of 3)

41 items, from Potion of Swimming to Pyronite.

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Part: 1 2 3

Potion of Swimming · Potion of Tongues · Potion of Undetectability · Potion of Water Breathing · Potion Patch · Powder · Power Journeybread · Power Suit · Powered Full Plate · Practice Targets · Praying Mantis · Predictable Silver Piece · Presentable · Presentable · Preserving · Preserving · Pressure Bomb · Primeval Mistletoe · Printing Press · Prismatic Plate · Private Workshop · Probing Cane · Professional Fishing Tackle · Psychic Brigandine · Psychic Colors Elixir · Psychic Warding Bracelet · Psychopomp Mask · Pucker Pickle · Puddle Feather Token · Puff Dragon · Pummel-Growth Toxin · Pummeling Snare · Pup Tent · Purloining Cloak · Purple Iris Bewitching Bloom · Purple Worm Repellent Cave Worm Repellent · Purple Worm Venom · Putrescent Glob · Puzzle Box · Pyrite Rat · Pyronite

Potion of Swimming

Item 6+

consumable magical potion transmutation 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This potion tastes like salt water, and sandy grit settles to the bottom of its container. When you drink it, you gain a swim Speed equal to your land Speed for 10 minutes.

Type moderate; Level 6; Price 50 gp

Type greater; Level 11; Price 250 gp

The swim Speed lasts for 1 hour.

Core Rulebook, page 563.

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Potion of Tongues

Item 12

uncommon consumable divination magical potion 

Price 320 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This sour potion enlivens your tongue with unusual flavors and uncommon eloquence, allowing you to speak and understand all languages for 4 hours after you drink it. This doesn't allow you to read these languages in their written form.

Core Rulebook, page 563.

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Potion of Undetectability

Item 18

consumable illusion magical potion 

Price 4,400 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Drinking this dull-black liquid makes you undetectable to divinations. This grants the same effects as mind blank, but without the bonus against mental effects. You also gain the effects of a 4th-level invisibility spell, which protects against see invisibility spells of 8th level and lower and has a DC of 36 against true seeing. The potion's effects last for 10 minutes.

Core Rulebook, page 563.

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Potion of Water Breathing

Item 3

consumable magical potion transmutation 

Price 11 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This filmy, gray potion smells of an old fish midden and tastes even worse. After drinking this potion, you gain the effects of a 2nd-level water breathing spell for 1 hour.

Core Rulebook, page 564. Reprinted in BB.

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Potion Patch

Item 4+

consumable magical transmutation 

Usage worn; Bulk —

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

Category Consumable

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

Type lesser; Level 4; Price 20 gp

The potion must be 10th level or lower.

Type moderate; Level 8; Price 100 gp

The potion must be 15th level or lower.

Type greater; Level 13; Price 600 gp

The potion can be any level.

Treasure Vault, page 97.

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Powder

Item 0

consumable 

Price 1 sp

Usage held in 1 hand; Bulk L

Category Consumable

A bag of powder contains powdered chalk, flour, or similar materials. In addition to other uses for powder, it can be handy while adventuring to help pinpoint invisible creatures.

You can throw the powder into an adjacent square as an Interact action. If there's a creature in that square, it becomes temporarily observed until the end of your turn, though the creature still has concealment due to invisibility. The powder quickly falls away or becomes invisible itself, preventing you from tracking the creature indefinitely.

LOTGB, page 92.

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Power Journeybread

Item 4

uncommon alchemical consumable 

Price 15 gp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need for a day. If you subsist on nothing else for a week, you become temporarily immune to journeybread until you eat real food and drink water normally for 24 hours.

In addition to the benefits of journeybread, power journeybread grants you a +1 item bonus to Athletics checks to Climb, Force Open, and Swim, and to Fortitude saving throws against being sickened. The number of minutes you can Hustle changes to your Constitution modifier × 20. These benefits last for 4 hours.

Main Item: Journeybread

Treasure Vault, page 49.

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Power Suit

Item

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

Bulk 2

AC Bonus +4; Dex Cap +1

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

Category Medium Armor; Group Composite

This armor is exclusive to the Inventor class with the Armor innovation. While you may be able to wear this armor as a different class, everyone but the creator of the armor is untrained in it, even if they would normally be trained (or better) in medium armor.

Guns & Gears, page 16.

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Powered Full Plate

Item 7

rare alchemical 

Price 360 gp

Usage worn armor; Bulk 4

Activate [>] Interact

Category Armor

Voltaic actuators help the limbs of this full plate move of their own accord, as long as they're supplied with power. A chamber in the chest plate can hold a single bottled lightning, which takes 3 Interact actions to install. A loaded suit of powered full plate can be activated to lower the armor's Strength requirement by 1 plus the item bonus of the loaded bomb. The armor's normal penalties still apply, based on this altered Strength. However, add the bottled lightning's item bonus to your Athletics checks to Force Open, High Jump, Long Jump, and Shove. These effects last for 10 minutes. The armor uses up the bottled lightning during the duration and can't be activated again until a new one is installed.

Treasure Vault, page 64.

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Practice Targets

Item

Price 2 sp (price for 10)

Bulk L

Category Adventuring Gear

While gunslingers have many methods for practicing their aim, these sturdy paper targets are excellent for tracking a gunslinger's progress over time, keeping score of how close they came to hitting the most vital spots. These targets are also used in situations where more detailed accuracy must be recorded, such as firearm competitions. Practice targets can appear in many shapes and sizes and usually come in packs of 10 held in protective cases made of heavy cloth or light leather.

Guns & Gears, page 178.

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Praying Mantis

Item 0

Price 1 sp

Category Pet

No entries found.

LOTG, page 103.

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Predictable Silver Piece

Item 1

divination magical 

Price 3 gp

Usage held in 1 hand

Category Held

This seemingly unremarkable, weathered silver coin bears the bust of an unnamed monarch on the face and a majestic bird on the tail. You can toss the coin without activating it, in which case it follows the normal laws of probability.

Activate [>] Interact; Effect You rub your thumb on one side of the coin with the intent of slightly tweaking the strands of fate, then flip the coin into the air in a coin toss. No matter how the toss is resolved—letting the coin fall to the ground, slapping it down on the back of your hand, or catching it on your open palm—it always lands with the side you rubbed face up.

Advanced Player’s Guide, page 262.

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Presentable

Rune 3+

uncommon enchantment magical 

Usage applied to any visible article of clothing

Category Rune

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

Type presentable; Level 3; Price 50 gp

Type greater presentable; Level 10; Price 900 gp

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

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

LOTGB, page 89.

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Presentable

Rune 3

uncommon enchantment magical 

Price 50 gp

Usage applied to any visible article of clothing

Category Rune

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

Main Item: Presentable

LOTGB, page 89.

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Preserving

Item 3+

magical necromancy 

Usage applied to a basket, bag, or other container

Category Rune

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

Type preserving; Level 3; Price 45 gp

Type greater preserving; Level 8; Price 450 gp

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

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

Treasure Vault, page 144.

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Preserving

Item 3

magical necromancy 

Price 45 gp

Usage applied to a basket, bag, or other container

Category Rune

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

Main Item: Preserving

Treasure Vault, page 144.

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Pressure Bomb

Item 1+

uncommon alchemical bomb consumable force splash 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A pressure bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is knocked prone. Many types grant an item bonus to attack rolls, and more powerful pressure bombs can knock creatures back.

Type lesser; Level 1; Price 4 gp

The bomb deals 1d4 bludgeoning damage and 1 bludgeoning splash damage. Tiny or smaller targets are pushed 5 feet away from you.

Type moderate; Level 3; Price 12 gp

You gain a +1 item bonus to attack rolls. The bomb deals 2d4 bludgeoning damage and 2 bludgeoning splash damage. Small or smaller targets are pushed 5 feet away from you.

Type greater; Level 11; Price 275 gp

You gain a +2 item bonus to attack rolls. The bomb deals 3d4 bludgeoning damage and 3 bludgeoning splash damage. Medium or smaller targets are pushed 5 feet away from you.

Type major; Level 17; Price 2,750 gp

You gain a +3 item bonus to attack rolls. The bomb deals 4d4 bludgeoning damage and 4 bludgeoning splash damage. Medium or smaller creatures who take splash damage are pushed 5 feet away from the target, and then, if the target is Large or smaller, it is pushed 5 feet away from you.

PFUM.

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Primeval Mistletoe

Item 6+

primal transmutation 

Usage held in 1 hand; Bulk —

Category Held

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

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

Type standard; Level 6; Price 230 gp

Type greater; Level 14; Price 3,900 gp

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

Core Rulebook, page 574.

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Printing Press

Item 9

rare clockwork 

Price 600 gp

Bulk 20

Category Adventuring Gear

The printing press is a revolutionary machine that combines movable type with a mechanical inking system and screw press, allowing for the mass production of large volumes of text. Using the press, a worker can produce up to 3,600 identical pages per day. In order to use the printing press, you must first set the type for the page you want to print.

Time required to set type varies depending on the number of characters used; from 1 hour for small pages with brief text, to 8 hours for a full-sized normal page of text, though extreme examples may be outside this range. When you prepare a page for printing, you can include engraved images in addition to text. No magical properties of text are transferred in the printing process, so it cannot be used to mass-produce magical scrolls, glyphs of warding, or similar spells or magic items.

Guns & Gears, page 89.

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Prismatic Plate

Item 17

uncommon abjuration invested magical 

Price 14,000 gp

Usage worn armor; Bulk 1

Category Armor

With its standard-grade mithral polished to a mirrorlike sheen, this +2 resilient glamered mithral breastplate features the religious symbols of the goddesses of the Prismatic Ray pantheon—Vaevad, Bedrud, and Baimoraimou—surrounded by a rainbow-colored set of gems.

Activate [>>] command, Interact; Frequency once per day; Effect You surround yourself in a coruscating field of red, orange, yellow, green, blue, indigo, and violet light for 1 minute. Each color has a different effect, based on the effects of a 7th-level chromatic wall spell, and you apply the effects of each color once before it disappears from your field of light, which can happen in the following two ways.

First, the field attempts a counteract check (counteract level 7, counteract modifier +27) against any effect that would be blocked by a chromatic wall of any of the colors still surrounding you in your field of light. Succeed or fail, that color then disappears from your field of light.

Second, any creature that touches you or damages you with an unarmed attack or non-reach melee weapon is affected by a random remaining color from your field. As normal, this doesn't affect creatures you choose to touch.

A creature can also remove a color from your field of light by using a specific spell, as described in chromatic wall. The effect ends early if each color disappears from your field of light, or if you choose to Dismiss it.

Craft Requirements The initial raw materials must include 1,600 gp of mithral.

LOTGB, page 85.

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Private Workshop

Item 6

uncommon conjuration magical structure 

Price 200 gp

Bulk L (when not activated)

Category Structure

A private workshop is a model building about the size of a music box that resembles a smithy, tannery, alchemy lab, or other crafting facility.

Activate (1 minute) (command, envision, Interact); Effect The model workshop transforms into a full-sized square workshop of the represented type. The walls are 15 feet wide and the ceiling is 10 feet high. The workshop is stocked with mundane tools and can be used to Craft items appropriate to the workshop with a +1 item bonus, but you must supply any raw materials.

You can pull on a cord hanging from the workshop's ceiling as an Interact action to revert the private workshop to its model form.

LOTGB, page 30.

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Probing Cane

Item 0

finesse sweep 

Price 5 sp

Bulk L

Damage 1d6 bludgeoning

Hands 1

Category Martial Melee Weapon; Group Club

Your cane indicates that you have low vision or are blind. By holding this cane in front of you, you indicate to those around that you're partially sighted, which is particularly useful in urban or busy places to let others know to give you enough space.

The cane is typically several feet long, generally reaching the user's chin, but can be lengthened or shortened as needed.

Probing canes are made from reinforced wood with the same strengthening process and treatment as a longbow, creating a cane that is both high quality and durable enough for an adventuring owner to use as a weapon. A probing cane deals 1d6 bludgeoning damage, has the finesse and sweep traits, and is a martial melee weapon in the club weapon group.

LOTGB, page 67.

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Professional Fishing Tackle

Item 3

Price 20 gp

Bulk 1

Hands 2

Category Adventuring Gear

This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net.

Professional fishing tackle grants a +1 item bonus to checks to fish.

Main Item: Fishing Tackle

Core Rulebook, page 288.

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Psychic Brigandine

Item 13

uncommon abjuration invested magical 

Price 3,000 gp

Usage worn armor; Bulk 2

Category Armor

Transparent crystals as hard as steel take the place of metal plates on this suit of +2 greater invisibility splint mail.

Also known as a coat of a thousand thoughts in Mikonein and Brafalaisias, where it was first developed by psychic warriors, it makes your mind an indomitable fortress. You gain resistance 5 to mental damage.

Whenever you use the armor to become invisible, you also become psychically invisible. Each time you would be affected by an effect with the mental trait while you are Lost & Found Wares.

LOTGB, page 42.

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Psychic Colors Elixir

Item 8

uncommon alchemical consumable elixir 

Price 100 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This orange liquid lets you visibly detect the psychic energies that enable telekinesis and telepathy. For the next minute, you can sense if a creature you can see is using a telepathic or telekinetic ability, such as the telepathy monster ability, spells like telekinetic projectile or telepathic bond, or similar abilities. You also can sense if an object or creature you can see is being manipulated or contacted by such an ability. Both the user and the target of the ability are outlined in faint shimmers of matching color.

Gatewalkers #3: Dreamers of the Nameless Spires, page 75.

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Psychic Warding Bracelet

Item 3

consumable 

Price 10 gp

Usage worn; Bulk L

Category Consumable

This set of reflective metal wires takes 10 minutes to properly tie along the wrist's energy meridians, then repels attempts at mental manipulation. You gain a +2 item bonus to your next save against a mental effect after tying on the bracelet. After this save, the metal strands tarnish and fall off (possibly alerting the wearer or others that their mind has been tampered with)

You can remove the bracelet with an Interact action, but doing so breaks the bracelet's alignment and requires you to spend another 10 minutes to carefully tie it back on.

LOPSG, page 39.

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Psychopomp Mask

Item 1

uncommon invested magical necromancy 

Price 5 gp

Usage worn mask

Category Worn Item

These minor magic items are painted to resemble your face, or some metaphorical depiction thereof, to encourage the ushers of death to take the mask in your place. If you begin your turn with a dying value of 3 or greater, instead of making your recovery check, you lose the dying condition but remain unconscious at 0 Hit Points. The mask then cracks in half and is destroyed. The psychopomps won't be so easily fooled again—you are temporarily immune to the effects of any psychopomp mask for 1 year.

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

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Pucker Pickle

Item 5

alchemical consumable poison 

Price 30 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

Sharp and pungent, but tasty, pucker pickles were created by goblin alchemists working to avoid being eaten by larger creatures. For 1 hour after eating a pucker pickle, you smell slightly of pickle, but you have a horrendous taste. Once a creature hits you with a Strike using an attack that allows it to taste you, such as a jaws Strike, it takes a –2 circumstance penalty to further attacks against you that allow it to taste you, including attacks like Grappling or Tripping you using its jaws or Swallowing you Whole. Creatures, especially animals, often choose other targets after tasting you. Any creature that Engulfs you or Swallows you Whole is sickened 1. If it spends an action retching to reduce the sickened condition, you can attempt to Escape as a reaction.

Treasure Vault, page 50.

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Puddle Feather Token

Item 3

conjuration consumable magical 

Price 8 gp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

Each feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description.

When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day.

Main Item: Feather Token

PFUM. Reprinted in BB.

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Puff Dragon

Snare 9

uncommon clockwork consumable mechanical poison snare trap 

Price 120 gp

Category Poison

This cute and unassuming dragon toy activates once a creature moves into its square. It then unleashes a rapid burst of toxic gas in a 10-foot emanation. Those within the emanation when the snare is activated must attempt a DC 25 Fortitude saving throw or take 3d6 poison damage.

Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and is sickened 1.Critical Failure The creature takes double damage and is sickened 2.

Guns & Gears, page 80.

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Pummel-Growth Toxin

Item 13

alchemical consumable injury morph poison 

Price 550 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

This substance is the result of a failed alchemical experiment to regrow a severed arm. An extra outsized, uncontrolled limb of the sort used for manipulation grows from the victim's body. The limb initially flails about, throwing the creature off-balance. Once it "matures," the limb pummels the victim instead. The limb can't deal its bludgeoning damage if the victim is unable to take actions. Upon recovery from the poison, the extra limb withers and falls off.

Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison damage, clumsy 1, and must succeed at a DC 5 flat check to perform an action with the manipulate trait or the action fails and is lost (1 round); Stage 2 4d6 poison damage, clumsy 1, slowed 1, 2d6 bludgeoning damage (1 round); Stage 3 4d6 poison damage, clumsy 2, slowed 2, 4d6 bludgeoning damage (1 round)

Treasure Vault, page 70.

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Pummeling Snare

Snare 5

uncommon consumable mechanical snare trap 

Price 25 gp

Category Snare

This snare unleashes a trio of large stones that batter the creature entering the snare's square, dealing 6d8 bludgeoning damage (DC 21 basic Reflex save).

LOTGB, page 43.

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Pup Tent

Item

Price 8 sp

Bulk L

Hands 2

Category Adventuring Gear

No entries found.

Main Item: Tent

Core Rulebook, page 288.

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Purloining Cloak

Item 18

rare apex intelligent invested magical transmutation 

Usage worn cloak; Bulk L

Category Apex

Perception +30; precise vision 30 feet, imprecise hearing 30 feet

Communication speech (Common and two other languages, usually regional and ancestral)

Skills Society +31, Thievery +31, Underworld Lore +31

Int +5, Wis +5, Cha +5

Will +30

Each purloining cloak is a mercurial mantle once worn by a legendary thief or two. The cloak became infused with a daredevil spirit and a penchant for high-stakes thievery. If its owner isn't willing to partake in such activities, the cloak tries to convince them to sell or give it to someone who will. A purloining cloak can use tendrils of its cloth to attempt Thievery checks to Palm an Object or Steal, proudly offering you its loot later. In addition to those of a mercurial mantle, a purloining cloak has the following activations.

Activate [>>] command, envision; Effect The cloak casts 2nd-level illusory disguise on you, usually to your specifications. However the cloak can choose the appearance of the illusion for you.
Activate [>] command; Effect The cloak assesses the price of valuables it can see. This valuation doesn't include the value of features the cloak can't discern, such as magical properties.

Treasure Vault, page 196.

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Purple Iris Bewitching Bloom

Item 11

enchantment invested magical tattoo 

Price 1,200 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 takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-level command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally.

Main Item: Bewitching Bloom

Treasure Vault, page 119.

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Purple Worm Repellent Cave Worm Repellent

Item 13

uncommon alchemical consumable 

Price 550 gp

Usage held in 1 hand; Bulk L

Category Consumable

Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-footradius area. In either case, after it is applied, it lasts for 24 hours or until it is scrubbed clean with 1 minute of work.

When applied to a creature, the repellent causes cave worms of the indicated type to avoid attacking that creature in melee as long as they have something else nearby to attack. The repellent does not deter a cave worm from making ranged attacks against a coated target. If no creatures are within a cave worm's reach and it wants to approach and make a melee attack, it approaches and attacks a non-coated creature if it can without spending more actions to do so.

If the coated creature is swallowed by the designated type of cave worm, the cave worm must succeed at a Fortitude save or involuntarily regurgitate the swallowed creature on the next round (a single action)

When sprinkled around an area, cave worm repellent negates any chance of a random encounter with the particular type of cave worm in that area, as the creatures purposefully avoid the affected area.

Other types of repellent that function similarly to this one might exist at the GM's discretion. Uncommon or rare creatures are typically much harder to repel, and repellent against them might necessitate harvesting ingredients from the creatures themselves (such as the creature's liver or a certain gland).

Main Item: Cave Worm Repellent

Extinction Curse #5: Lord of the Black Sands, page 75.

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Purple Worm Venom

Item 13

alchemical consumable injury poison 

Price 500 gp

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Poison

Venom from enormous purple worms leaves a victim weakened.

Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage and enfeebled 2 (1 round); Stage 2 6d6 poison damage and enfeebled 2 (1 round); Stage 3 8d6 poison and enfeebled 2 (1 round)

Core Rulebook, page 553.

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Putrescent Glob

Item 7

uncommon conjuration consumable magical talisman 

Price 65 gp

Usage affixed to a weapon

Activate [F] envision; Trigger You damage a creature that is sickened 1 with a Strike using the affixed weapon; Requirements You are an expert with the affixed weapon.

Category Talisman

This repulsive, hairy glob dangles from the end of your weapon. When you activate the putrescent glob, the creature you damaged must succeed at a DC 23 Fortitude save or its sickened condition increases to sickened 2, and it can't reduce its sickened condition until the end of its next turn. On a critical failure, it's also slowed 1 until the end of its next turn.

The Slithering, page 61.

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Puzzle Box

Item 0+

Usage held in 1 hand; Bulk L

Category Held

A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful Games Lore or Thievery checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate.

Type simple puzzle box; Level 0; Price 2 sp

The DC to solve this puzzle box is 15.

Type complex puzzle box; Level 1; Price 2 gp

The DC to solve this puzzle box is 20.

Type challenging puzzle box; Level 3; Price 10 gp

The DC to solve this puzzle box is 25.

Type hollow puzzle box; Level 0+

A hollow puzzle box is designed to have an empty compartment in its center, allowing you to hide an object inside of the box. Only someone that solves the puzzle box can access the item within. A hollow puzzle box can hold an item of negligible Bulk no larger than 1 inch in diameter. Any puzzle box can be made into a hollow puzzle box. Doing so doubles the puzzle box's price.

LOTGB, page 59.

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Pyrite Rat

Item 2

conjuration magical 

Price 32 gp

Usage held in 1 hand

Category Held

This lustrous, rat-shaped pyrite statuette is 1 inch tall. When activated, the statuette transforms into a flesh-and-blood giant rat. You can use the following action when you hold the pyrite rat. You can use this action only once per day, and the rat remains transformed for 1 hour.

Transform Statue [>>] (concentrate, manipulate); Effect You place the statue on solid ground and speak the rat's secret name, causing the statuette to transform into a living giant rat. In creature form, the giant rat acts on your turn. It gets 2 actions and can't use reactions. You have to spend an action each turn to tell it what to do; otherwise, it tries to run away from danger or cowers where it is. If the rat is slain while in animal form, it reverts to its statue shape and can't be transformed again until 1 week has passed. If the figurine is destroyed while in its statue form, it's shattered and its magical properties are lost forever.

Beginner Box, page 54.

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Pyronite

Item 11

rare alchemical consumable fire 

Price 250 gp

Usage held in one hand; Bulk L

Category Consumable

A stick of pyronite is a devastating explosive that fills an area with fire and concussive force when it detonates—as long as its fuse has been lit!

Pyronite is an unstable material with a limited shelf life. Sticks of pyronite must be kept dry and cool; otherwise, the raw pyronite will leak out of the rods and collect as a semi-transparent goo that explodes on any impact or loud noise, with an explosive effect equal to half the number of rods.

Activate [>] or [>>] Interact; Effect Activating a stick of pyronite is usually a two-action activity.

First, you interact with the pyronite to light its fuse with a source of fire. This fire source can be an object you hold in another hand, such as a tindertwig or a lit torch, or it can be a free-standing adjacent fire. Once the fuse is lit, you throw it (an Interact action with the ranged trait) up to 50 feet away.

If you hurl the pyronite into an existing fire, you don't need to take the initial action to light its fuse and can Activate the pyronite with only one action.

You can toss the pyronite anywhere within 50 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging.

Once a stick of pyronite's fuse is lit, it explodes at the end of your turn, regardless of whether you've thrown it or not. (A lit fuse can be extinguished with an Interact action.) If multiple sticks of pyronite detonate at the end of your turn, you can increase the area, but not the damage, of this effect. When the pyronite explodes, all creatures in a 20-foot burst must attempt a DC 28 Reflex save or take 3d6 fire damage and 3d6 bludgeoning damage.

Critical Success The creature is unaffected.Success The creature takes half damage and is deafened for 1 round.Failure The creature takes full damage and is deafened for 1 minute.Critical Failure The creature takes double damage and is knocked prone, stunned 1, and deafened for 1 hour.

OoA2, page 75.

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