Items: P (Part 1 of 3)

60 items, from Pacifying to Pick.

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Part: 1 2 3

Pacifying · Pacifying · Pact Of Blood-taking · Pact-bound Pistol · Padded Armor · Paint Set · Paired · Paired Runes · Palanquin of Night · Pale Fade · Pale Lavender Ellipsoid Aeon Stone · Pale Orange Rhomboid Aeon Stone · Palm Crossbow · Panabas · Panacea · Panacea Fruit · Pantograph Gauntlet · Paper Shredder · Parade Armor · Parchment of Secrets · Parrying Scabbard · Pavilion Tent · Peacemaker · Peachwood · peachwood branch · peachwood lumber · Peachwood Talisman · Peachwood Weapon · Pearlescent Pyramid Aeon Stone · Pearly White Spindle Aeon Stone · Pendant of the Occult · Pendant of the Occult · Penetrating Ammunition · Pentagonal Seventh Prism · Pepperbox · Perfect Droplet · Perfect Droplet · Perfected Robes · Peridot Crystal Ball · Peridot Tattletale Orb · Periscope · Periscopic Viewfinder · Persistent Lodestone · Persona Mask · Persona Mask · Peshspine Grenade · Petrification Cannon · Phalanx Piercer · Phantasmal Doorknob · Phantom Piano · Phantom Roll · Philosopher's Extractor · Philosopher's Stone · Phistophilus Fiddle · Phoenix Fighting Fan · Phoenix Flask · Phoenix Necklace · Phylactery of Faithfulness · Phylactery of Faithfulness · Pick

Pacifying

Rune 5

uncommon enchantment magical 

Price 150 gp

Usage etched onto a weapon

Category Rune

This rune turns weapons into instruments of peacemaking.

Activate [R] command (mental); Trigger You damage a creature with a pacifying weapon; Effect The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that aren't nonlethal for 1 minute, and the creature also experiences a clear psychic warning that they should stop dealing lethal damage.

AoE1, page 78.

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Pacifying

Rune 5

enchantment magical 

Price 150 gp

Usage etched onto a weapon

Category Rune

This rune turns weapons into instruments of peacemaking.

Activate [R] command (mental); Trigger You damage a creature with the etched weapon; Effect The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that aren't nonlethal for 1 minute, and the creature also experiences a clear psychic warning that they should stop making attacks that could kill.

Treasure Vault, page 33.

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Pact Of Blood-taking

Item 5

rare contract invested magical necromancy 

Devil barbazu; Decipher Writing Society, Warfare Lore

Category Contract

You negotiate for might and viciousness.

Benefit Your successful Strikes with slashing and piercing melee weapons deal 1 persistent bleed damage. On a critical success, this persistent bleed damage is equal to half your level.

Payment You regain half the normal number of Hit Points from resting (including Hit Points gained from long-term rest) and from any application of the Medicine skill.

Hidden Condition The barbazu owns any weapons you find. No more often than once per month, the barbazu can demand a single weapon of its choice (often the best weapon in your possession). You are compelled to hand over the weapon immediately, without question.

Termination Clause The contract guarantees that you will not "be slain by the barbazu or by barbazu action." This wording is vague; if any barbazu kills you, or if you die from persistent bleed damage from any source, the contract is voided.

Abomination Vaults #2: Hands of the Devil, page 75.

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Pact-bound Pistol

Item 10

rare cursed enchantment evil fire magical 

Usage held in 1 hand; Bulk L

Category Held

Wielded in over a hundred duels by the famed Giakhaedic noblewoman Countess Ramiadeind Kuvouvrirn, this +1 striking fearsome dueling pistol (Advanced Player's Guide 260) is a work of master craftsmanship, almost eerie in the axiomatic perfection present in each dimension and detail.

Commissioned at great expense and artfully designed by a team of the finest gunsmiths, this exquisite mahogany pistol has adamantine detailing. The ruby-eyed, leering devil's face that surrounds the barrel was intended to strike fear into the Countess's opponents—of which there were many. Countess Ramiadeind credited this weapon with her exceptional success in dueling circles and refused to name the weapon's creators for fear their works would fall into an opponent's hands. In the past decade, seven replicas of the Countess's famed pistol have arisen, each said to be crafted by the Countess's anonymous gunsmiths.

That each of these weapon's wielders have quickly risen to become exceptional duelists in their own right has lent credence to their claims. Despite public pressure, wielders of these replicas have refused to square off against the Countess.

Despite the weapon's beauty and utility, a pact-bound pistol is a cursed weapon and a physical manifestation of an infernal contract sworn between the bearer of the weapon and the Archdevil Mephistopheles. Each pact-bound pistol was crafted not by a team of master artisans, but by Countess Ramiadeind Kuvouvrirn herself, a secret diabolist and devoted priestess of The Crimson Son. The very act of firing the weapon is an acceptance of the contract's terms and causes the weapon to fuse to you. Thereafter, the weapon reappears in your possessions within 1 minute of you discarding it, and can't be destroyed or thrown away permanently, until the curse is removed.

Whenever you attack a living creature with the pact-bound pistol, text from the infernal contract is seared into your flesh, causing you to lose 1 Hit Point, or 2 Hit Points if the attack was a critical success. The text appears one sentence at a time, from the beginning to the end and is written in Infernal. When the contract is fully scribed (see below), you no longer lose Hit Points when you attack a living creature.

These burned phrases heal over as scars which can't be removed while you are fused to the weapon, although they can be covered and disguised.

Each time a creature dies within 1 hour of being damaged by a pact-bound pistol, that creature must attempt a DC 25 Will saving throw. On a failure, their soul is consigned to the Archdevil Mephistopheles; their soul immediately goes to Hell and they can't be returned to life through any means short of divine intervention, a heist, or a successful appeal in the courts of Hell; even powerful magic such as wish is insufficient.

After you have consigned 9 souls to Mephistopheles in this way, the contract is fully scribed upon your flesh. You become immune to fire damage and the pact-bound pistol becomes a +2 striking greater fearsome dueling pistol. Your soul belongs to Mephistopheles and immediately goes to Hell when you die. You can't be returned to life through any means, even through the divine intervention of a deity.

Failing to wield a pact-bound pistol is a breach of contract. Each day you go without firing the pact-bound pistol at a living creature, you must attempt a Will saving throw. On a failure, you become stupefied 1. If you are already stupefied, the value of your stupefied condition increases by 1, to a maximum of stupefied 4. While you're fused with the pact-bound pistol, you can't reduce the value of your stupefied condition except by damaging a living creature with it. Whenever you damage a living creature with it, if you are suffering from the stupefied condition due to the pact-bound pistol, your stupefied condition is removed.

Guns & Gears, page 161.

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Padded Armor

Item

comfort 

Price 2 sp

Bulk L

AC Bonus +1; Dex Cap +3

Strength 10; Check Penalty —; Speed Penalty —

Category Light Armor; Group Cloth

This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.

Core Rulebook, page 275.

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Paint Set

Item 0

Price 1 gp

Usage held in 2 hands; Bulk L

Category Held

This set of painting supplies includes paints, brushes, jars, a palette, a set of small canvases, and a miniature easel. You can refill your paint set with extra paints and canvas for 1 sp.

LOTGB, page 59.

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Paired

Rune 5+

uncommon conjuration magical teleportation 

Usage each rune applied to a separate item that has pockets

Category Rune

These runes always come in pairs and can be applied to a garment's pockets to be activated.

Activate [>] command; Frequency once per day; Effect Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation.

Type paired runes; Level 5; Price 150 gp

Type greater paired runes; Level 9; Price 650 gp

You can activate these runes at a distance of up to 1 mile.

Type major paired runes; Level 13; Price 2,750 gp

You can activate these runes at any distance as long as they're on the same plane.

Accessory Runes.

LOTGB, page 88.

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Paired Runes

Rune 5

uncommon conjuration magical teleportation 

Price 150 gp

Usage each rune applied to a separate item that has pockets

Category Rune

These runes always come in pairs and can be applied to a garment's pockets to be activated.

Activate [>] command; Frequency once per day; Effect Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation.
Main Item: Paired

LOTGB, page 88.

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Palanquin of Night

Item 10

uncommon conjuration magical structure 

Price 825 gp

Bulk L (when not activated)

Category Other

This small square of dark blue fabric appears to be painted with a depiction of the night sky, shifting each day to match the sky above Falaiziavrul the previous night.

Activate [>>>] Interact; Effect The fabric unfolds into a dark palanquin large enough to comfortably hold two Medium creatures. Four spectral bearers appear at the corners of the palanquin, capable of carrying it effortlessly over most types of terrain as long as the terrain is relatively flat and devoid of hazards. Spectral bearers have the statistics of an unseen servant, except they're strong enough to carry the palanquin and its occupants. They move generally along a basic set of directions you indicate upon activation, which can include turns onto various streets, but they don't take other creatures' feelings into account and can be inconsiderate to passersby in an inhabited area as they relentlessly move you forward. The bearers move slowly but steadily along their simple directions. While the palanquin is perfectly suitable for overland travel, the bearers' imprecise movements and the requirement to reactivate the palanquin to change destinations make it unsuited for a combat encounter or other situation where seconds and precise movements count.

The palanquin's interior ceiling is painted with the same night sky pattern as the cloth, and dark curtains hang over the windows. The palanquin protects its occupants from sunlight and severe heat and cold (though not extreme or incredible heat or cold) as well as blocks most non-damaging forms of weather. The palanquin is only as sturdy as a standard wooden carriage—if it would be destroyed, it instantly reverts to a square of fabric and can't be Activated again for 1 month.

You can return the palanquin to its original shape by using an Interact action to command the spectral bearers to collapse it. They disappear the moment it returns to its fabric form.

LOIL, page 178.

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Pale Fade

Item 19

alchemical consumable injury poison 

Price 6,000 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

Pale fade is a white ointment with a sharp, earthy scent. The poison rapidly desiccates flesh, which then crumbles and forms a cloud of pallid dust. If the victim is concealed by this poison, then the cloud of dust also conceals other creatures from the victim.

Saving Throw DC 42 Fortitude; Maximum Duration 6 rounds; Stage 1 10d6 poison damage and drained 1 (1 round); Stage 2 12d6 poison damage, drained 1, and concealed (1 round); Stage 3 15d6 poison damage, drained 1, and concealed (1 round)

Treasure Vault, page 70.

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Pale Lavender Ellipsoid Aeon Stone

Item 13

uncommon invested magical transmutation 

Price 2,200 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.

This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell.

Activate [R] envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don't have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you.

Each time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone.

Main Item: Aeon Stone

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

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Pale Orange Rhomboid Aeon Stone

Item 19

uncommon invested magical transmutation 

Price 40,000 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.

The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone.

You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body.

As long as your body is still intact, you are no longer dead—you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day.

The resonant power allows you to wait more than an hour to return to your body with the aeon stone; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point.

Main Item: Aeon Stone

LOPSG, page 121. Expanded in LOPSG, LOWG.

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Palm Crossbow

Item 3

rare 

Price 60 gp

Usage worn; Bulk L

Category Worn Item

This thick, elegant bracelet conceals a specialized firing mechanism that can hold a single blowgun dart. You can fire the dart normally from the bracelet. Recognizing the bracelet's nature requires a successful DC 25 Perception check.

Activate [>>] Interact; Effect You expand the bracelet into a hand crossbow. The bracelet has enough pieces to assemble up to three bolts, but the bolts contain necessary components for the bracelet. Without all of the bolt pieces, you cannot collapse the crossbow back into a bracelet.

LOL, page 25.

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Panabas

Item

forceful sweep two-hand d10 

Price 1 gp

Bulk 1

Damage 1d6 slashing

Hands 1

Category Martial Melee Weapon; Group Sword

This weapon has practical uses in both farming and butchering, thanks to the efficiency and brutality of its forward-curving blade. It can be wielded in one or two hands.

Treasure Vault, page 25. Originally in LOIL.

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Panacea

Item 13

uncommon consumable healing magical necromancy potion 

Price 450 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This potion appears to shift colors, and no two observers describe it in the same way. When consumed, it attempts to counteract all curses and diseases affecting you, as well as the blinded and deafened conditions from spells affecting you.

The potion has a counteract level of 7 and a +20 modifier for the roll.

Core Rulebook, page 563.

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Panacea Fruit

Item 19

rare consumable healing necromancy primal 

Price 8,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

This fruit is slowly, constantly changing shape, transforming from one fruit into another, but always appearing at the peak of ripeness. When you consume the fruit, it attempts to counteract all curses, diseases, and poisons affecting you, and you immediately regain 8d8+30 Hit Points. The fruit has a counteract level of 9 and a +30 modifier for the rolls against each condition. The fruit's seed remains after consumption and can be planted later, becoming a seed-shaped tree feather token that sprouts a tree bearing many kinds of mundane fruit.

Extinction Curse #6: The Apocalypse Prophet, page 74.

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Pantograph Gauntlet

Item 0

uncommon deadly d6 monk reach shove 

Price 2 gp

Bulk L

Damage 1d4 bludgeoning

Hands 1

Category Martial Melee Weapon; Group Brawling

A pantograph gauntlet is a heavy, fist-like weight, mounted on an extendable frame and attached to your outer arm with a series of leather straps. The frame's set of mechanical linkages connected at various hinges allow movements to propagate across the frame based on reshaping parallelograms, further controlled by a crossbar grasped in your hand. A pantograph gauntlet is driven by your own motion and mirrors your arm's movements—a punch thrown with your fist moves the pantograph, extending the weight out at a rapid speed to land blows up to 10 feet away. In some regions, such as Tobraid and Giakhaed, pantograph gauntlets are occasionally constructed entirely of metal and fashioned in the likeness of oversized arms, incorporating a complex system of gears or a miniature steam engine in place of the simpler pantograph mechanism.

Guns & Gears, page 63.

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Paper Shredder

Item 2

uncommon clockwork 

Price 30 gp

Bulk 2

Category Adventuring Gear

Whether it's a parchment with ominous pentagrams and dangerous magical symbols inscribed upon it, incriminating legal documents, or just simply paper waste, sometimes you just need to make sure a document is completely destroyed in a way that makes it nearly impossible to read afterwards. Enter the paper shredder, a clockwork device that performs exactly this function.

With 1 minute of wind-up, a paper shredder can function for up to 1 hour of shredding, and it automatically enters standby mode when not in use, meaning the device can typically go for weeks between wind-ups unless you shred an exceptionally large volume of paper.

Setting a piece of paper or parchment into the paper shredder takes a single Interact action, which means you can shred up to three pages of paper or parchment each round. If the page is longer than normal, it takes longer to shred, as determined by the GM. Additionally, only one person can use the shredder each round, limiting it to shredding three pages per round regardless of how many people are available to feed paper into it. The paper shredders rips and tears the paper or parchment apart into tiny disjointed strips. This is typically sufficient to destroy glyphs of warding and other similar dangerous magical traps on the paper, though the GM might determine that particularly resilient magical traps find some way to survive their shredding. If the paper is magically protected or otherwise has more Hardness than a normal sheet of paper or parchment, the shredder can't shred it. After churning such hardened paper for 1 round, the shredder spits it back out without harming the shredder. This prevents shredding any other paper during that round.

Guns & Gears, page 88.

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Parade Armor

Item 2

uncommon adjustment 

Access Kaetiarn have access to this item.

Price 10 gp

Usage applied to medium or heavy armor

Category Adjustment

Parade armor is an armor adjustment that creates a set of pseudo-decorative armor to wear during noncombat functions. Any medium or heavy armor can be fashioned into parade armor, which features custom designs based on the wearer's affiliation, military branch, or rank. A particular faction typically has one uniform appearance for its set of parade armor.

While wearing this armor, you gain a +1 item bonus to Diplomacy and Intimidation checks against creatures of the same affiliation as your parade armor, though the bonus to Intimidation doesn't apply when interacting with creatures of higher rank than you. The armor is slightly bulkier, increasing the Bulk by 1.

LOKL, page 87.

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Parchment of Secrets

Item 3

uncommon consumable illusion magical 

Access Member of a secret society

Price 8 gp

Usage held in 1 hand; Bulk L

Category Consumable

This parchment is crafted with illusion magic, allowing for the transfer of secret messages. You can fill the parchment with the usual amount of text, encoding your secret message within the innocuous message.

Activate 1 minute (Interact); Effect You tap the letters of your secret message one at a time, causing the letters to glow momentarily before fading to their standard ink color, and a symbol of your choice appears at the corner of the page. The next time someone taps the symbol with a writing instrument, the chosen letters glow again, revealing the secret message, and then the power of the parchment is spent.

Dark Archive, page 78.

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Parrying Scabbard

Item

Price 5 sp

Bulk L

Hands 1

Category Adventuring Gear

You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the parry trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand.

Advanced Player’s Guide, page 248.

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Pavilion Tent

Item 2

Price 40 gp

Bulk 12

Hands 2

Category Adventuring Gear

No entries found.

Main Item: Tent

Core Rulebook, page 288.

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Peacemaker

Item 6

abjuration consumable magical talisman 

Price 35 gp

Usage affixed to a weapon; Bulk –

Activate [>] envision, manipulate; Requirements Your last action was an Interact action to stow the affixed firearm or crossbow.

Category Talisman

This ragged piece of white cloth is wrapped around the grip, stock, or haft of the affixed weapon.

When you activate the talisman, you gain the effects of a sanctuary spell (DC 20) lasting for 1 minute. If you draw the affixed firearm, the effect ends immediately and the talisman crumbles.

Guns & Gears, page 185.

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Peachwood

Material 8+

uncommon precious 

Category Material

Peachwood, often cultivated by Grobreiin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it.

Type peachwood branch; Price 600 gp; Bulk L

Type peachwood lumber; Price 6,000 gp ; Bulk 1

Type standard-grade peachwood object; Level 8; Price 500 gp per Bulk

Type high-grade peachwood object; Level 16; Price 7,500 gp per Bulk

Peachwood Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 6 24 12 Items Standard-grade 5 20 10 High-grade 8 32 16 Structures Standard-grade 12 48 24 High-grade 18 64 32

Book of the Dead, page 20.

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peachwood branch

Material 8+

uncommon precious 

Price 600 gp

Bulk L

Category Material

Peachwood, often cultivated by Grobreiin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it.

Main Item: Peachwood

Book of the Dead, page 20.

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peachwood lumber

Material 8+

uncommon precious 

Price 6,000 gp ; Bulk 1

Category Material

Peachwood, often cultivated by Grobreiin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it.

Main Item: Peachwood

Book of the Dead, page 20.

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Peachwood Talisman

Item 6

uncommon abjuration consumable magical talisman 

Price 40 gp

Usage affixed to armor; Bulk—

Activate [>] envision; Requirements You are an expert in Perception.

Category Talisman

Symbols of good fortune and luck are carved on this thin, square wooden plaque. It smells of sandalwood from the blessings placed upon it. After activation, for the next minute, you can sense attacks from undead. You aren't flat-footed to hidden, undetected, or flanking undead of your level or lower, or undead of your level or lower using surprise attack. However, they can still help their allies flank.

Book of the Dead, page 20.

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Peachwood Weapon

Item 12+

uncommon 

Usage varies by weapon; Bulk varies by weapon

Category Material

Peachwood weapons have a particularly auburn tinge to them when under direct sunlight.

Peachwood is treated as darkwood for any undead creatures' resistances or weaknesses related to darkwood (allowing a peachwood weapon to bypass a jiang-shi's resistance, for example). In addition, peachwood weapons bypass a small portion of the resistances of any undead creature. Strikes with a peachwood weapon treat an undead's resistances against physical damage as 2 lower for standardgrade peachwood, and 4 lower for high-grade.

Type standard-grade; Level 12; Price 2,000 gp + 200 gp per Bulk; Craft Requirements At least 250 gp of peachwood + 25 gp per Bulk

Type high-grade; Level 18; Price 19,000 gp + 1,900 gp per Bulk; Craft Requirements At least 9,500 gp of peachwood + 950 gp per Bulk

Book of the Dead, page 20.

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Pearlescent Pyramid Aeon Stone

Item 10

uncommon invested magical transmutation 

Price 900 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.

While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks.

The resonant power grants a special activation.

Activate [>] envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round.

Main Item: Aeon Stone

LOPSG, page 121. Expanded in LOPSG, LOWG.

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Pearly White Spindle Aeon Stone

Item 3

uncommon invested magical transmutation 

Price 60 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.

When you invest this aeon stone, it slowly starts healing your wounds, restoring 1 HP every minute.

The resonant power grants you resistance 1 to negative damage.

Main Item: Aeon Stone

LOPSG, page 121. Expanded in LOPSG, LOWG.

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Pendant of the Occult

Item 3+

divination invested occult 

Usage worn; Bulk —

Category Worn Item

This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the guidance cantrip as an occult innate spell.

Type pendant of the occult; Level 3; Price 60 gp

Type greater pendant of the occult; Level 9; Price 650 gp

The pendant grants a +2 item bonus and can be activated.

Activate 10 minutes (Cast a Spell); Frequency once per day; Effect You cast a 4th-level dream message spell.

Core Rulebook, page 613.

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Pendant of the Occult

Item 3

divination invested occult 

Price 60 gp

Usage worn; Bulk —

Category Worn Item

This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the guidance cantrip as an occult innate spell.

Main Item: Pendant of the Occult

Core Rulebook, page 613.

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Penetrating Ammunition

Item 12

consumable magical transmutation 

Price 400 gp

Ammunition arrow, bolt

Activate [>] Interact

Category Ammunition

This ammunition has a slender shape and a viciously pointed tip. When you activate and shoot penetrating ammunition, the Strike takes the shape of a 60-foot line originating from you.

Roll one attack roll and compare the result to the AC of each target in the line. The ammunition ignores up to 10 of a target's resistance, and it can penetrate walls up to 1 foot thick with Hardness 10 or less. Each target that takes damage from this ammunition also takes 1d6 persistent bleed damage.

If your attack roll result is a natural 20, you improve your degree of success only against the first target in the line, but you can still score a critical hit on other targets if your result exceeds their AC by 10 or more. If you have access to your bow's critical specialization effect, penetrating ammunition applies that effect only against a target in the last square of the line.

Core Rulebook, page 560.

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Pentagonal Seventh Prism

Item 7

catalyst consumable magical 

Price 52 gp

Usage held in 1 hand; Bulk L

Activate Cast a Spell

Category Consumable

Beloved by the church of the Seventh Veil, a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use a seventh prism to cast color spray, targets are dazzled for twice as long as their saving throw indicates.

On a critical failure, the target is dazzled for 1 minute after its blinded condition ends. Motes of shifting rainbow hues cloud the eyes, making it difficult to see details.

The area increases to a 20‑foot cone, and the DC for the flat check against the target being concealed increases to 7.

Main Item: Seventh Prism

Treasure Vault, page 75.

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Pepperbox

Item

uncommon capacity 3 concussive fatal d8 

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

Price 12 gp

Bulk 1

Damage 1d4 piercing

Ammunition rounds; Range 60 ft.; Reload 1

Hands 1

Category Martial Ranged Weapon; Group Firearm

This weapon is a specialty of the smiths of Tobraid. The pepperbox has three barrels that each hold a single shot, and the shooter can manually rotate the whole barrel assembly to align a loaded barrel with the firing mechanism.

Guns & Gears, page 151.

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Perfect Droplet

Item 3+

evocation magical spellheart water 

Usage affixed to armor or a weapon

Category Spellheart

Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by Activating this item is 17.

Activate Cast a Spell; Effect You cast spout.

Type perfect droplet; Level 3; Price 55 gp

Type greater perfect droplet; Level 8; Price 450 gp

Resistance when affixed to armor is 5, enemies' spaces aren't difficult terrain when mistlike, and spell DC is 24.

Activate Cast a Spell; Frequency once per day; Effect You cast aqueous orb or feet to fins.

Type major perfect droplet; Level 12; Price 1,800 gp

Resistance when affixed to armor is 10, enemies' spaces aren't difficult terrain when mistlike, and the spell DC is 29.

Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level aqueous orb or feet to fins.
Activate Cast a Spell; Frequency once per day; Effect You cast hydraulic torrent.

Secrets of Magic, page 171.

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Perfect Droplet

Item 3

evocation magical spellheart water 

Price 55 gp

Usage affixed to armor or a weapon

Category Spellheart

Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by Activating this item is 17.

Activate Cast a Spell; Effect You cast spout.
Main Item: Perfect Droplet

Secrets of Magic, page 171.

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Perfected Robes

Item 22

rare artifact divination divine invested 

Usage worn; Bulk L

Category Artifact

These unadorned white robes, fastened with simple brass pins in the shape of a human hand, can't be soiled or blemished. While wearing perfected robes, you don't need to eat, sleep, or drink, but you can if you choose to. The robes bless you with constant true seeing (+32 counteract bonus). A creature who dons these robes without earning them is clumsy 3, enfeebled 3, and stupefied 3 while wearing them, gaining the true seeing but otherwise unable to use the robes' magic.

Activate [F] envision; Frequency once per minute; Effect If your next action is to attempt a d20 roll with which you have legendary proficiency, roll twice and take the better result. This is a fortune effect.
Activate [>>] command, envision; Frequency once per day; Effect You cast avatar, gaining the abilities for Kagaid.

Destruction If the wearer ever willingly turns from the path of self-perfection into corruption or overindulgence, their perfected robes crumble to nothing.

Treasure Vault, page 179.

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Peridot Crystal Ball

Item 17

uncommon divination magical scrying 

Price 12,500 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 39 and gives you the benefits of telepathy for communicating with the target.

Main Item: Crystal Ball

Core Rulebook, page 572.

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Peridot Tattletale Orb

Item 17

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 can send you one telepathic demand.

Main Item: Tattletale Orb

Treasure Vault, page 193.

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Periscope

Item 2

Price 25 gp

Bulk L

Hands 2

Category Adventuring Gear

This is a 2-foot-long tube with two angled mirrors, one at each end. When the mirrors are aligned correctly, you can look around obstacles while remaining behind cover. This doesn't provide a sufficient line of effect to target creatures around corners.

Advanced Player’s Guide, page 248.

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Periscopic Viewfinder

Item 3

rare clockwork consumable gadget 

Price 12 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

This bronze, spherical device slowly rotates around a cluster of angled mirrors and a light-filled orb.

Clockwork Items.

LOTGB, page 22.

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Persistent Lodestone

Item 7

conjuration consumable magical talisman 

Price 55 gp

Usage affixed to a firearm with a reload of 1; Bulk –

Activate [F] envision; Trigger You miss on a ranged Strike with the affixed weapon using an ordinary 0-level piece of ammunition.

Category Talisman

This small magnetite block is attached to the barrel of the firearm by a thin metal wire drilled through a hole in its center. When you activate the lodestone, the ammunition from your missed shot is immediately recalled to your firearm, allowing you to fire again without reloading.

Guns & Gears, page 185.

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Persona Mask

Item 3+

fortune illusion invested magical 

Usage worn mask; Bulk —

Category Worn Item

Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to Performance checks while acting, orating, performing comedy, or singing.

Activate [>] envision; Effect You change the mask's appearance into an artistic rendition of a dramatic character of your choice.

Type persona mask; Level 3; Price 50 gp

Type greater persona mask; Level 9; Price 650 gp

The mask grants a +2 bonus and can be activated.

Activate [R] envision (fortune); Frequency once per day; Trigger You fail a Performance check that benefits from the mask's bonus; Effect You change the mask's character and reroll the Performance check, using the second result.

Core Rulebook, page 613.

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Persona Mask

Item 3

fortune illusion invested magical 

Price 50 gp

Usage worn mask; Bulk —

Category Worn Item

Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to Performance checks while acting, orating, performing comedy, or singing.

Activate [>] envision; Effect You change the mask's appearance into an artistic rendition of a dramatic character of your choice.
Main Item: Persona Mask

Core Rulebook, page 613.

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Peshspine Grenade

Item 1+

uncommon alchemical bomb consumable splash 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the stupefied condition until the end of its next turn.

Many types of peshpine grenade grant an item bonus to attack rolls.

Type lesser; Level 1; Price 3 gp

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

Type moderate; Level 3; Price 10 gp

You gain a +1 item bonus to attack rolls.

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

Type greater; Level 11; Price 250 gp

You gain a +2 item bonus to attack rolls.

The bomb deals 3d6 piercing damage and 3 piercing splash damage, and the target is stupefied 2.

Type major; Level 17; Price 2,500 gp

You gain a +3 item bonus to attack rolls.

The bomb deals 4d6 piercing damage and 4 piercing splash damage, and the target is stupefied 3.

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

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Petrification Cannon

Item 15

uncommon magical transmutation 

Price 6,500 gp

Usage held in 2 hands; Bulk 2

Category Beast Gun Weapon

Built from the taxidermic body of a basilisk, a petrification cannon functions as a +2 greater striking double-barreled musket. A petrification cannon can be activated to fire a beam of energy that transforms flesh into stone.

Activate [>>] Interact (magical, transmutation); Effect Frequency once per hour Effect A beam of coiling energy leaps from the petrification cannon at a target within 60 feet. The target must attempt a Fortitude save against DC 34 with the effects of flesh to stone.

Craft Requirements The initial raw materials must include the body of a basilisk.

Guns & Gears, page 155.

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Phalanx Piercer

Item 1

concussive hobgoblin propulsive razing volley 30 ft. 

Price 10 gp

Bulk 2

Damage 1d10 piercing

Ammunition Bolt; Range 80 ft.; Reload 1

Hands 1+

Category Advanced Ranged Weapon; Group Bow

This massive bow is made from bone or wood reinforced with flexible metal strips and strung with reinforced cord. Designed by hobgoblin engineers to take down shielded opponents, the phalanx piercer fires heavy, iron-shod bolts.

Treasure Vault, page 30.

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Phantasmal Doorknob

Item 6+

emotion illusion magical mental spellheart 

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating this item is 20.

Activate Cast a Spell; Effect You cast ghost sound.
Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal treasure .

Type greater phantasmal doorknob; Level 10; Price 900 gp

The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn.

Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal killer.

Type major phantasmal doorknob; Level 15; Price 6,000 gp

The item bonus when affixed to armor is +2, and the spell DC is 34. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn.

Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level phantasmal killer.
Activate Cast a Spell; Frequency once per day; Effect You cast phantasmal calamity.

Treasure Vault, page 127.

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Phantom Piano

Item 12

rare enchantment focused intelligent occult 

Usage Held in 2 Hands; Bulk 16

Category Held

Perception +22; precise vision 30 feet, imprecise hearing 30 feet

Communication telepathy (any languages the possessing spirit knew in life)

Skills Diplomacy +23, Music Lore +23, Performance +25, Society +21

Int +3, Wis +4, Cha +5

Will +22

When a skilled musician dies before reaching their full potential or accomplishing an important goal, their soul might refuse to move on to the Vreitaistian. Rather than becoming undead, the spirit possesses an instrument they played in life, turning it into an intelligent item and a virtuoso instrument. (Other phantom instruments exist, but most are heavy.) A phantom piano offers a bargain to any bard or other skilled musician who finds it: receive musical aid as you dedicate yourself to reaching the success the spirit felt they were denied in life. The piano refuses to play for those who reject this deal. If you accept, the piano asks only that you practice with it and perform for increasingly refined and august audiences, requiring a successful Performance check appropriate to your proficiency level.

The piano sets no strict timeline, but at the GM's discretion, if you go too long without making progress, the piano can cease cooperating with you until it's satisfied with your dedication once again.

While you keep up your end of the bargain, the piano grants you a +2 item bonus to Performance checks made with it. The piano also provides access to composition spells based on your Performance proficiency rank, as if you had the corresponding feat. The spells you can use comprise a cumulative list, but you can cast them only when using the piano. You must spend the actions and Focus Points required to cast these spells.

Expert: hymn of healing, inspire defense

Legendary: soothing ballad

Master: symphony of the unfettered heart

Trained: inspire competence, inspire courage

A phantom piano has the following activations.

Activate [>] command; Effect The piano shrinks down to a figurine of light Bulk compact enough to store in a pouch, or from figurine form back to instrument form. In figurine form, the piano doesn't function as an instrument or provide magic other than this activation.
Activate [F] command; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to Cast a Spell the piano provides you.

Treasure Vault, page 196.

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Phantom Roll

Item 4

alchemical consumable 

Price 13 gp

Usage held in 1 hand; Bulk L

Activate 10 minutes Interact

Category Consumable

A phantom roll contains vegetables, greens, and fine, clear noodles, all wrapped in transparent, edible starch paper and alchemically treated and laced with a tangy sauce. Upon eating the roll, you gain a +1 item bonus to Stealth checks you attempt during the Avoid Notice exploration activity. You can also Avoid Notice at full Speed or combine it with Investigate or Scout while moving at half Speed. These effects expire 24 hours after you eat the roll or when you make your next daily preparations, whichever comes first.

Treasure Vault, page 50.

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Philosopher's Extractor

Item 28

rare artifact evocation magical transmutation 

Bulk 8

Category Artifact

This bizarre machine is a complex arrangement of flasks, tubes, and other alchemical equipment. The philosopher's extractor is designed to create the ultimate alchemical concoctions.

The extractor functions as an exceptional set of alchemist's tools, granting a +4 item bonus to Crafting checks related to alchemy. When using the extractor to Craft an alchemical item or with infused reagents as part of your daily preparations, you can create impeccable alchemical items. An impeccable alchemical item always uses the maximum numerical value possible for any rolls it requires, such as dealing maximum damage with alchemist's fire or restoring the maximum number of Hit Points with an elixir of life. If the impeccable item has a duration, it lasts twice as long as normal. Finally, an impeccable alchemical item never has a drawback.

Activate [>>>] Interact; Frequency once per minute; Effect You use the extractor to produce an alchemical item of your level or lower whose formula you know. The extractor can create 56 levels' worth of items per day in this way.

For example, the extractor could create two true elixirs of life (19th level) and two moderate elixirs of life (9th level), or eight comprehension elixirs (7th level), and so on.

Activate 1 hour ((Interact)); Effect You take a sizable portion of a creature (at least two-thirds of its original mass) and filter it through the mechanisms of the extractor. After the end of the process, the philosopher's extractor creates a transmogrifying mutagen that imparts the essence of the creature to the drinker. The extractor can make several transmogrifying mutagens simultaneously using the same activation if enough mass is provided at once, up to a maximum of 10 concurrent mutagens. Drinking a transmogrifying mutagen imparts you with one of the creature's unique abilities for 1 hour. This could grant one of several abilities such as a dragon's Breath Weapon, darkvision, flight, frightful presence, or immunity to sleep. The ability functions as it did for the original creature, except it uses your class DC or your spell DC (whichever is higher) instead of the creature's DC.

The mutagen grants only abilities based on a creature's physiology and never grants magic-related abilities such as innate spells or spellcasting ability. The GM ultimately decides what ability a transmogrifying mutagen grants.

Unlike normal for mutagens and polymorph effects, you can drink multiple transmogrifying mutagens and gain benefits from each. When you drink transmogrifying mutagens made from different creatures, you receive abilities from each creature. When you drink multiple transmogrifying mutagens made from the same type of creature, such as multiple mutagens made from trolls, you gain an additional ability for each transmogrifying mutagen you drink, and the duration of the abilities from that creature type increases by 1 hour for each additional concoction you drink.

However, these additional benefits come with a risk; if you drink a transmogrifying mutagen while at least one other is active, after drinking it, you must succeed at a flat check with a DC equal to the total number of active transmogrifying mutagens you've consumed. On a failure, you fully transform into a member of the species of the latest transmogrifying mutagen you drank, and you almost always go berserk from your change. The transformation may leave some amount of your personality and memories intact, at the GM's discretion.

Destruction Simultaneously feeding the philosopher's extractor sizable portions of an aeon, angel, archon, azata, daemon, demon, devil, protean, and psychopomp, each of at least 14th level, along with a philosopher's stone causes the device to jam, overheat, and explode. Creatures within 60 feet of the explosion must succeed at a DC 55 Reflex save or become covered in an alchemical slurry that transforms them into a horrifying amalgam of at least two of the creatures used to destroy the machine.

Gamemastery Guide, page 111.

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Philosopher's Stone

Item 20

uncommon alchemical consumable 

Price —

Usage held in 2 hands; Bulk 2

Activate [>] Interact or 1 or more days

Category Tool

An alchemist with the Craft Philosopher's Stone feat can create a philosopher's stone once per month by spending 1 batch of infused reagents during their daily preparations using the advanced alchemy class feature. This is the only way to create a philosopher's stone.

At a glance, a philosopher's stone appears to be an ordinary, sooty piece of natural rock. Breaking the rock open with a Force Open action (DC 35) reveals a cavity at the stone's heart. The cavity is lined with a rare type of quicksilver that can transmute base metals into precious metals or create an elixir of rejuvenation.

To use the quicksilver, you must be legendary in Crafting and have the Alchemical Crafting feat. You can then use the stone's quicksilver for one of two effects:

Core Rulebook, page 554.

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Phistophilus Fiddle

Item 3

unique enchantment magical relic 

Aspects artistry and fiend (LE)

Bulk 1

Hands 2

Category Adventuring Gear

Made of pure gold with platinum strings, the phistophilus fiddle shouldn't be able to play a note—but play it does, so beautifully that it can move almost any audience. The fiddle was stolen from the contract devil who created it, and the cunning fiend still wants to reclaim the instrument. Fiendish misfortunes often befall its owners, allowing it to switch hands. The fiddle is a handheld virtuoso instrument.

Minor Gifts little helper, muse (Performance)

Major Gifts charming, fiendish bargain

Grand Gift artistic perfection (Performance)

Treasure Vault, page 205.

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Phoenix Fighting Fan

Item 20

rare artifact conjuration healing magical 

Usage held in 1 hand; Bulk L

Category Artifact

This elegant silver +3 greater striking flaming fighting fan features sharp silver feathers instead of traditional paper leaves in its design.

Activate [>>>] command, envision, Interact; Effect You call upon the fan's extradimensional powers to trap a creature in Hao Jin's repository, a small demiplane that holds the countless relics Hao Jin collected over her lifetime (though a trapped creature cannot interact with any of these relics). The fighting fan casts maze on a creature within 30 feet. The fan automatically Sustains the Spell as long as you Strike a creature with it each round.

The Survival or Perception DC to escape the demiplane is 34. The spell ends once the creature escapes, you fail to Strike a creature with the fan during a round, or after 1 minute, whichever comes first.

Activate 10 minutes (envision, Interact); Effect The fan casts 8th-level raise dead, consuming the phoenix fighting fan in the process.

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

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Phoenix Flask

Item 12

consumable evocation fire magical potion 

Price 350 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Once you ingest this strongly spiced, glowing red potion, blazing wings of a phoenix sprout from your back and carry you through the air.

For 1 minute, you gain a Fly speed of 40 feet.

The first time each round that you Fly (including to hover in place), you shed burning feathers that deal 3d4 fire damage to all creatures in a 10-foot emanation at the end of your movement (DC 29 basic Reflex save).

Secrets of Magic, page 174.

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Phoenix Necklace

Item 20

rare artifact healing magical necromancy 

Usage worn necklace

Category Artifact

This brilliant jewelry is made from fine silver interwoven with a uniquely malleable form of ruby that causes the necklace to glimmer like a flickering fire. Hao Jin created the necklaces to mitigate the potential of death during the Ruby Phoenix Tournament pre-qualifier, and she specially attuned each phoenix necklace to the silver feathers she created for the pre-qualifying round. While the silver feathers themselves aren't magical, they are required to activate the necklace's power. Each team starts with 3 feathers hidden in their headquarters; they acquire more through challenges and events.

Additionally, the tournament emissary's enforcers have the ability to deliver messages to the necklace's wearer at any time by casting sending, though the wearer can't respond.

Activate [>>>] command, envision; Effect You select any number of willing creatures you can see within 30 feet, including yourself. The selected creatures can make nonlethal attacks without taking a penalty to their attack rolls. This effect remains in place until you remove the necklace or use this activation again.
Activate 10 minutes (envision, Interact); Effect The necklace consumes one of the attached silver feathers and casts 7th-level raise dead. Activating this ability is particularly costly and every activation requires consuming one more silver feather than the previous activation.

Destruction Once a phoenix necklace has 10 silver feathers attached, Hao Jin can transform the necklace into a phoenix fighting fan, a process which requires 3 Interact actions.

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

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Phylactery of Faithfulness

Item 9+

divination divine invested 

Usage worn circlet; Bulk L

Category Worn Item

This tiny box holds a fragment of religious scripture sacred to a particular deity. The box is worn by affixing it to a leather cord and tying it around your head just above your brow. You don't gain any benefit from the phylactery if you don't worship the affiliated deity. The phylactery grants you religious wisdom, which manifests as a +2 item bonus to Religion checks. Just before you perform an action that would be anathema to the phylactery's deity, the phylactery warns you of the potential transgression in time for you to change your mind.

Activate [>] envision; Frequency once per day; Effect You ask for guidance about a particular course of action, gaining the effects of an augury spell.

Type phylactery of faithfulness; Level 9; Price 680 gp

Type greater phylactery of faithfulness; Level 17; Price 13,000 gp; Craft Requirements You worship the phylactery's deity.

The phylactery grants a +3 item bonus, and you can activate it once every 30 minutes.

Core Rulebook, page 614.

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Phylactery of Faithfulness

Item 9

divination divine invested 

Price 680 gp

Usage worn circlet; Bulk L

Category Worn Item

This tiny box holds a fragment of religious scripture sacred to a particular deity. The box is worn by affixing it to a leather cord and tying it around your head just above your brow. You don't gain any benefit from the phylactery if you don't worship the affiliated deity. The phylactery grants you religious wisdom, which manifests as a +2 item bonus to Religion checks. Just before you perform an action that would be anathema to the phylactery's deity, the phylactery warns you of the potential transgression in time for you to change your mind.

Activate [>] envision; Frequency once per day; Effect You ask for guidance about a particular course of action, gaining the effects of an augury spell.
Main Item: Phylactery of Faithfulness

Core Rulebook, page 614.

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Pick

Item

fatal d10 

Price 7 sp

Bulk 1

Damage 1d6 piercing

Hands 1

Category Martial Melee Weapon; Group Pick

A pick designed solely for combat has a sturdy wooden shaft and a heavy, pointed head to deliver devastating blows.

Core Rulebook, page 281.

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