Items: T (Part 3 of 3)

43 items, from Trinity Geode to Tyrant's Writs.

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Part: 1 2 3

Trinity Geode · Trip Snare · Triple Ronas's Brew · Tripod · Tripod, Shielded Portable Weapon Mount · Triton's Conch · Troll Hide · Trollhound Vest · Troubadour's Cap · True Ablative Armor Plating · True Ablative Shield Plating · True Elixir of Life · True Endless Grimoire · True Eye Slash · True Faith Tattoo · True Library Robes · True Life Shot · True Name Amulet · True Numbing Tonic · True Quenching · True Sapling Shield · True Serpent Oil · True Staff of Healing · True Staff of Impossible Visions · True Staff of Providence · True Staff of the Desert Winds · True Staff-Storing Shield · True Stanching · True Wovenwood Shield · Trueshape Bomb · Trueshape Bomb · Truesight Potion · Trustworthy Round · Truth Potion · Turnabout Shield · Turtle · Turtle Heartening Missive · Tusk And Fang Chain · Twilight Lantern · Twining Chains · Twining Staff · Tyrant Ampoule · Tyrant's Writs

Trinity Geode

Item 3

earth evocation magical spellheart 

Price 60 gp

Usage affixed to armor or a weapon

Category Spellheart

The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by Activating this item is 17.

Activate Cast a Spell; Effect You cast scatter scree.
Main Item: Trinity Geode

Secrets of Magic, page 171.

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Trip Snare

Snare 4

consumable mechanical snare trap 

Price 15 gp

Category Snare

You set a cunning wire to trip a creature. A Medium or smaller creature that enters this snare's square must attempt a DC 20 Reflex save.

If you want to create a trip snare to trip a larger creature, you must create a group of contiguous snares of a length equal to the edge of that larger creature's space, and the creature must be moving such that it moves into the full set of snares.

For example, three trip snares in a 15-foot-line can trip a Huge creature coming down a corridor into the line of snares.

Critical Success The creature is unaffected.Success The creature is flat-footed until the start of its next turn.Failure The creature falls prone.Critical Failure The creature falls prone and takes 1d6 bludgeoning damage.

Core Rulebook, page 591.

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Triple Ronas's Brew

Item 18

conjuration consumable magical poison potion 

Price 3,200 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

Ronas's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against fear effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you use this breath weapon, you can't do so again for 1d4 rounds.

Critical Success The creature is unaffected.Success The creature is clumsy 1 and stupefied 1 for 1 round.Failure The creature is clumsy 1 and stupefied 1 for 1d4 rounds.Critical Failure The creature becomes clumsy 2, stupefied 2, and sickened 1. The clumsy and stupefied conditions last until 1d4 rounds after the sickened condition ends.

The save DC is 40.

Main Item: Ronas's Brew

Treasure Vault, page 88.

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Tripod

Item

Price 2 sp

Bulk 1

Hands 2

Category Adventuring Gear

Tripods are designed for use with kickback weapons, as a way for gunslingers with lower strength to accurately use these more powerful weapons by sacrificing mobility instead. They can be set up and attached to a firearm with a single Interact action using one hand, setting the tripod in your square. While this sturdy piece of engineering is in use, you don't take the –2 penalty for firing a kickback weapon, even if your Strength isn't high enough to avoid the penalty. However, you must retrieve the tripod with a single Interact action before you can move the firearm to a different position. Normally, when you're hidden or undetected, you become observed if you do anything except Hide, Sneak, or Step. However, deploying or retrieving a tripod with an Interact action doesn't automatically make you observed, so long as you don't set up or remove the tripod when it's in a spot where creatures can see the tripod itself.

Guns & Gears, page 178.

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Tripod, Shielded Portable Weapon Mount

Item 3

uncommon 

Price 50 gp

Bulk 1

Category Stabilizers Customization

Powerful firearms like the arquebus were originally used to defend fortifications or ships, mounted on casements or pintles to steady their aim and offset their recoil. More mobile means of stabilizing weapons with kickback were developed as firearms began to spread across the Graikitain Sea.

The standard tripod takes an Interact action to deploy using one hand.

A shielded tripod resembles a squat shield on a tripod. You can deploy and retrieve a shielded tripod with an Interact action, as normal, but while a shielded tripod is in your square, you can use the Take Cover action to gain standard cover behind the tripod's shield. You can't use this cover to Hide or Sneak, as normal for times when your cover still leaves your position obvious.

Main Item: Portable Weapon Mount

Guns & Gears, page 182.

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Triton's Conch

Item 9

magical transmutation 

Price 640 gp

Usage held in 1 hand; Bulk L

Category Held

If you put this large opalescent conch shell to your ear, you can hear the sound of the roaring sea crashing against the shore.

Activate [>] Interact (auditory); Effect You can raise the conch to your lips and blow into it, letting out a long, rumbling note. For the next minute, you and all allies who were within 30 feet of you when you activated the conch gain a +2 item bonus to Athletics checks to Swim and can breathe under water.

Core Rulebook, page 576.

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Troll Hide

Item 15

alchemical healing 

Price 6,000 gp

Usage worn armor; Bulk 2

Activate [>] Interact

Category Armor

Tissue from a living troll has been integrated through this hide armor. This armor has two organic receptacles on its back that can each hold a single elixir of life. One elixir takes 3 Interact actions to install. For the armor to function properly, each elixir must be the same level. A loaded suit of troll hide can be activated, causing regenerating tissue from the armor to fill your wounds. At the start of each round, you regain Hit Points equal to the level of the loaded elixirs.

Each time you regain at least 13 Hit Points from the armor, you regrow one damaged or ruined organ. During a round that you regain 9 or more Hit Points from the armor, you can reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from. If you take acid or fire damage, the armor deactivates until the end of your next turn. In the event the armor itself is damaged, it will restore its own Hit Points before it resumes healing you. The regeneration lasts for 8 rounds. Once activated, the armor can't be deactivated. The armor uses up the elixirs of life during the duration and can't be activated again until two new ones are installed.

Treasure Vault, page 65.

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Trollhound Vest

Item 6

uncommon invested magical necromancy 

Price 230 gp

Usage worn armor; Bulk 2

Category Armor

This suit of +1 hide armor is sickly green and covered in thick warts and nodules, fashioned from the hide of a trollhound and imbued with some of the beast's vitality.

Wearing this armor gives you a –1 circumstance penalty to all checks made using Diplomacy to interact with trolls and a +1 circumstance bonus to Diplomacy checks used to Make an Impression in communities traditionally plagued by troll attacks.

Activate [R] Interact; Trigger You take damage from a melee attack while you have half or fewer of your normal maximum Hit Points; Effect Your body knits itself back together, healing you for 3d8 Hit Points.

Craft Requirements The initial raw materials must include the hides of at least two trollhounds (Bestiary 2 268).

Treasure Vault, page 19.

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Troubadour's Cap

Item 17

apex enchantment invested magical 

Price 15,000 gp

Usage worn cap; Bulk —

Category Apex

This jaunty cap can take the form and color of any type of hat you wish upon investing the item, but it always has a peacock feather jutting out from one side. You gain a +2 item bonus to Diplomacy and Performance checks while wearing the cap.

When you invest the cap, you either increase your Charisma score by 2 or increase it to 18, whichever is higher.

Activate [>>] envision; Frequency once per hour; Effect You cast hypnotic pattern (DC 37).
Activate [>>] Interact; Frequency once per day; Effect Picking the feather from your cap, you throw it toward a target, casting prismatic spray (DC 35).

Treasure Vault, page 104.

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True Ablative Armor Plating

Item 19

uncommon consumable gadget 

Price 8,000 gp

Usage attached ; Bulk 1

Category Consumable

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

The process of attaching the plating takes 10 minutes and grants the wearer of the armor 40 temporary Hit Points that last for 1 hour or until lost. Removing the plating early destroys it.

Main Item: Ablative Armor Plating

Guns & Gears, page 66.

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True Ablative Shield Plating

Item 19

uncommon consumable gadget 

Price 8,000 gp

Usage attached ; Bulk 1

Category Consumable

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

When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield 40 temporary Hit Points that last for 1 hour or until lost. Removing the plating early destroys it.

Main Item: Ablative Shield Plating

Guns & Gears, page 67.

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True Elixir of Life

Item 19

alchemical consumable elixir healing 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Elixirs of life accelerate the body's natural healing processes and immune system. Upon drinking this elixir, you regain 10d6+27 Hit Points and gain a +4 item bonus to saving throws against diseases and poisons for 10 minutes.

Main Item: Elixir of Life

Core Rulebook, page 548.

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True Endless Grimoire

Item 18

divination grimoire magical 

Price 23,000 gp

Bulk L

Category Grimoire

When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +3 item bonus to checks to Learn a Spell if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 7th-level spell.

Main Item: Endless Grimoire

Secrets of Magic, page 162.

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True Eye Slash

Item 17

divination invested magical tattoo 

Price 15,000 gp

Usage tattooed on the body; Bulk —

Category Tattoo

Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye.

The tattoo also grants you a +3 item bonus to Perception checks that involve sight.

Main Item: Eye Slash

Treasure Vault, page 120.

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True Faith Tattoo

Item 16

divine invested tattoo 

Price 8,000 gp

Usage tattooed on the body; Bulk —

Prerequisites worshipper of a deity, alignment matching the deity's follower alignments

Category Tattoo

You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit.

If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter.

Activate Cast a Spell; Frequency once per day; Effect The tattoo casts harm, heal, or the 1st-level spell from your deity's cleric spells. You can choose harm or heal only in accord with the deity's divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Also, the tattoo has as a trait the school of the spell the tattoo can cast.

The spell is 7th level, and its DC is 35.

Craft Requirements silver worth 2 gp to include in the ink

Main Item: Faith Tattoo

Treasure Vault, page 120.

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True Library Robes

Item 19

invested magical transmutation 

Price 36,000 gp

Usage worn armor; Bulk L

Category Armor

These +1 resilient scroll robes magically store a spell for you.

During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' inscribed trait, but without needing to go through the normal scribing process.

You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe.

The armor is +3 greater resilient scroll robes, and the spell can be 9th level or lower.

Main Item: Library Robes

Treasure Vault, page 15.

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True Life Shot

Item 20

alchemical consumable healing 

Price 9,000 gp

Ammunition round

Activate [>] Interact

Category Consumable

Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it.

The ammunition restores 10d4+14 Hit Points, and the bonus is +4.

Main Item: Life Shot

Treasure Vault, page 43.

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True Name Amulet

Item 5+

rare invested magical 

Usage worn amulet

Category Worn Item

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

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

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

Type lesser true name amulet; Level 5; Price 150 gp

Type moderate true name amulet; Level 10; Price 850 gp

Type greater true name amulet; Level 15; Price 5,500 gp

Type major true name amulet; Level 20; Price 55,000 gp

Secrets of Magic, page 247.

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True Numbing Tonic

Item 19

alchemical consumable elixir 

Price 8,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

You gain 25 temporary Hit Points.

Main Item: Numbing Tonic

Treasure Vault, page 60.

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True Quenching

Rune 18

abjuration magical 

Price 24,000 gp

Usage etched onto armor

Category Rune

This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance).

The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent acid or fire damage).

Main Item: Quenching

Treasure Vault, page 13.

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True Sapling Shield

Item 18

magical transmutation 

Price 20,220 gp

Usage held in 1 hand; Bulk 2

Category Held

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

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

The buckler has Hardness 15, HP 120, and BT 60.

Main Item: Sapling Shield

Treasure Vault, page 22.

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True Serpent Oil

Item 15

consumable magical oil transmutation 

Price 1,100 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

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

The oil can be applied to a Huge object, producing a giant anaconda.

Main Item: Serpent Oil

Treasure Vault, page 87.

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True Staff of Healing

Item 16

magical necromancy staff 

Price 9,200 gp

Usage held in 1 hand; Bulk 1

Category Staff

Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or using charges from the staff.

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

The item bonus granted to heal spells is +4.

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

Main Item: Staff of Healing

Core Rulebook, page 594.

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True Staff of Impossible Visions

Item 20

uncommon illusion magical staff 

Price 70,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes, using your normal visual senses (including any benefits of spells affecting your vision, like see invisibility). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners.

The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light.

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

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

Main Item: Staff Of Impossible Visions

Advanced Player’s Guide, page 263.

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True Staff of Providence

Item 20

divination magical staff 

Price 64,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus on Survival checks to Sense Direction or Subsist, and to Religion checks to Recall Knowledge.

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

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

Main Item: Staff Of Providence

Advanced Player’s Guide, page 264.

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True Staff of the Desert Winds

Item 20

abjuration magical staff 

Price 70,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to Survival checks to Subsist, Track, and Cover Tracks.

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

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

Main Item: Staff Of The Desert Winds

Secrets of Magic, page 190.

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True Staff-Storing Shield

Item 20

extradimensional invested magical transmutation 

Price 55,000 gp

Usage held in 1 hand; Bulk 1

AC Bonus +2; Hardness 16; HP 96; BT 48

Speed Penalty —

Category Held

This magically reinforced wooden shield normally has a blank face. It can absorb a staff and transform between a shield and staff. When you prepare a staff, you can hold it up to the shield, at which point the items will merge, and the shield's face becomes an image corresponding to the type of magic, such as a skull for a staff of necromancy.

Activate [>] Interact; Effect You change the staff-storing shield from its shield form into the stored staff, which has an image of the shield on it, or change it from the stored staff back into a shield.
Main Item: Staff-storing Shield

Secrets of Magic, page 190.

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True Stanching

Rune 17

uncommon magical necromancy 

Price 12,500 gp

Usage etched onto armor

Category Rune

These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with particularly effective assistance).

The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent bleed damage).

Main Item: Stanching

LOTGB, page 39.

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True Wovenwood Shield

Item 19

uncommon abjuration magical 

Price 34,000 gp

Usage held in one hand; Bulk 1

Category Held

This magically reinforced wooden shield is made by skilled Treikril mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it.

This shield has Hardness 17, Hit Points 136, and Broken Threshold 68.

Main Item: Wovenwood Shield

LOTGB, page 81.

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Trueshape Bomb

Item 12+

alchemical bomb consumable poison splash 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Concentrated wolfsbane and other anti-braefaedath reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, persistent poison damage, and poison splash damage, according to their type. If the primary target is under the effects of a morph or polymorph effect, it must succeed at a Fortitude saving throw at the bomb's listed DC, or else the effects end and the creature returns to its normal form. Targets taking persistent poison damage from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a morph or polymorph effect.

The persistent damage can last up to 1 minute.

Type trueshape bomb; Level 12; Price 375 gp

You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 30.

Type greater trueshape bomb; Level 18; Price 3,750 gp

You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 40.

Treasure Vault, page 45.

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Trueshape Bomb

Item 12

alchemical bomb consumable poison splash 

Price 375 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Concentrated wolfsbane and other anti-braefaedath reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, persistent poison damage, and poison splash damage, according to their type. If the primary target is under the effects of a morph or polymorph effect, it must succeed at a Fortitude saving throw at the bomb's listed DC, or else the effects end and the creature returns to its normal form. Targets taking persistent poison damage from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a morph or polymorph effect.

The persistent damage can last up to 1 minute.

You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 30.

Main Item: Trueshape Bomb

Treasure Vault, page 45.

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Truesight Potion

Item 16

consumable divination magical potion 

Price 1,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Upon drinking this clear, refreshing potion, you can see things as they actually are. You gain the benefits of a 7th-level true seeing spell that has a counteract modifier of +25.

Core Rulebook, page 564.

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Trustworthy Round

Item 3

consumable divination magical 

Price 9 gp

Ammunition any

Activate [F] command

Category Consumable

This ammunition was developed in Zouzeikod to minimize casualties to friendly fire, and is always marked by a burnished copper head or tip so it can be easily identified. Before you can fire a trustworthy round, you must call out a target. You don't need to specify a name; the target could be "The angry tiger attacking our group on the left." The round will only hit the specified target and will turn to gossamer dust midair if it misses the intended target or comes into contact with anything else; this also prevents abilities that redirect attacks. The round doesn't have any capabilities beyond your own to determine whether someone is who you think they are, so you can't use it to determine a disguised creature's identity.

If you specify a target of "Dufiax" and shoot someone disguised as Dufiax who you thought was Dufiax, the attack will still hit, whereas if you were about to hit a disguised Dufiax who you didn't recognize to be Dufiax, the round would dissolve.

Guns & Gears, page 171.

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Truth Potion

Item 6

uncommon consumable enchantment magical mental potion 

Price 46 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

For 10 minutes after drinking this astringent potion, you can't intentionally lie and may be compelled to tell the truth.

Upon drinking the potion, attempt a DC 19 Will save. You can voluntarily fail or critically fail.

Success The potion does not affect you.Failure When you speak, you must tell the truth.Critical Failure As failure, and when someone asks you a question, you must attempt another DC 19 Will saving throw. If you fail this saving throw, you must answer the question truthfully if you are able to do so; if you succeed, you are temporarily immune to further attempts to ask the same question within the potion's duration.

Core Rulebook, page 564.

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Turnabout Shield

Item 9

abjuration magical 

Price 600 gp

Usage held in 1 hand; Bulk 1

Category Held

The face of this standard-grade silver salvo shield (Hardness 7, HP 28, BT 14) is polished to a mirror finish.

Activate [R] command; Frequency once per 10 minutes; Trigger A ranged Strike using ammunition such as arrows, bolts, or bullets (but not siege rounds or larger projectiles) misses you; Requirements You have the turnabout shield raised; Effect The ammunition enters the shield and is redirected with the same force with which it was originally fired. Make a ranged Strike using the ammunition with an attack modifier of +19, targeting a creature within 60 feet.

Treasure Vault, page 23.

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Turtle

Item 0

Price 3 sp

Category Pet

No entries found.

LOTG, page 103.

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Turtle Heartening Missive

Item 6

abjuration consumable magical missive 

Price 50 gp

Usage held in 1 hand; Bulk —

Activate [>>] envision, Interact

Category Missive

You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours.

It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours.

If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non‑magical when it arrives. After imparting or losing its magic, the missive remains as a normal document.

Folded into a square‑shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will saves for the next 24 hours.

Main Item: Heartening Missive

Treasure Vault, page 85.

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Tusk And Fang Chain

Item 16

uncommon consumable incapacitation magical talisman 

Price 1,800 gp

Usage affixed to armor

Activate [F] envision; Trigger You Grab or restrain a creature or become grabbed or restrained by a creature

Category Talisman

This length of silver chain has a tiger's fang on one end and the tip of a dire boar's tusk on the other. When you activate the chain, an ephemeral chain encircles the target creature's head and a cacophony of animal sounds clouds its mind. It must attempt a DC 35 Will save.

Critical Success The creature is unaffected.Success The creature is confused on its next action.Failure The creature is confused for 1 round.Critical Failure The creature is confused for 1 minute and the creature doesn't receive a flat check to end its confusion if it takes damage. At the end of each of its turns, it attempts a new Will save, ending the effect on a success.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 75.

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Twilight Lantern

Item 6+

uncommon light magical transmutation 

Usage held in 1 hand; Bulk L

Category Held

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

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

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

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

Type lesser; Level 6; Price 235 gp

Type moderate; Level 10; Price 850 gp

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

Type greater; Level 14; Price 3,700 gp

As moderate twilight lantern, but the counteract modifier is +21.

Type major; Level 18; Price 18,750 gp

The counteract modifier is +28, and the maximum radius is equal to quadruple the light's standard radius.

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

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Twining Chains

Item 1

uncommon adjustment 

Price 5 gp

Usage applied to armor; Bulk 1

Category Armor Adjustment

This set of chains is completely covered with spikes and sharp blades. Not balanced for weapon use, twining chains are instead wrapped around a user's body as a deterrent to attackers—and, for some, a fashion statement. While wearing twining chains, you gain the Thorns reaction. In addition to their dangers, twining chains' weight also increases your armor's Bulk by 1, Strength entry value by 2, and check penalty by 2.

Thorns [R] Trigger You are hit by an unarmed attack; Effect You twist to harm your attacker with your chains' spikes and blades. Make an attack roll against the triggering attacker using your unarmed attack modifier. On a hit, the attacking creature takes 1d6 piercing damage. This damage increases to 2d6 damage if the armor has a +1 potency rune, 3d6 damage if the armor has a +2 potency rune, or 4d6 damage if the armor has a +3 potency rune. However, whether you hit or miss, you take piercing damage equal to the number of d6s of piercing damage you would deal your attacker.

LOTGB, page 104.

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Twining Staff

Item 6

magical transmutation 

Price 250 gp

Usage held in 1 or 2 hands; Bulk — to 2

Category Weapon

Appearing to be just a small, flat disc made of twigs, this item can grow and shrink.

Activate [>] Interact; Effect You cause the twigs to rapidly grow or contract, reshaping into a +1 striking staff, a +1 striking bo staff, or its disc form. In its disc form, it has negligible Bulk and must be held in one hand to be activated. In the other forms, it has the same Bulk as a normal weapon of its type. You can switch your grip as part of the activation.

When you expand the item, you can use the force of the expansion to High Jump or to try to Force Open a door or the like by wedging the disc into a gap before activation. The staff makes the Athletics check with a +15 modifier.

Core Rulebook, page 602.

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Tyrant Ampoule

Item 10

alchemical consumable expandable 

Price 175 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact

Category Consumable

The body of a fearsome tyrannosaurus is shrunken and contained in this bottle, its desiccated form barely constrained within the glass. The effigy of a Gargantuan tyrannosaurus forms when you open the bottle, causing devastation as it rampages. The tyrannosaurus Strides up to 40 feet. It can move through the spaces of Huge or smaller creatures and can attempt to Trample each creature whose space it enters, dealing 2d10+12 bludgeoning damage with a DC 27 basic Reflex save. It can attempt to Trample each creature only once.

Craft Requirements Supply the corpse of a tyrannosaurus (Bestiary 101).

Treasure Vault, page 57.

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Tyrant's Writs

Item 8

uncommon grimoire magical necromancy 

Price 500 gp

Bulk L

Category Grimoire

A spirited debate persists among scholars on whether the eponymous tyrant of this grimoire actually refers to Loulobreith, the necromancer Falaiziavrul, or even the goddess Trishil herself. This grimoire appears at first to be a series of writs that makes arrogant demands of the reader, those around them, and the universe. Anyone who gives these writings more than a cursory look realizes the writs hold spells much like any other grimoire, with the animate dead spell being particularly prominent. Tyrant's writs grants you the ability to demand more from the undead you animate.

Activate [F] envision (metamagic); Frequency once per day; Effect If your next action is to Cast a Spell to cast an animate dead spell prepared with tyrant's writs, you can choose one of the following additional benefits to grant the summoned undead.
  • Bloody The undead gains fast healing equal to its level.
  • Explosive When it reaches 0 Hit Points, the undead explodes, dealing 4d6 fire damage to adjacent creatures, with a basic Reflex save using the animate dead spell's DC. As normal, since the final sacrifice spell doesn't reduce the target to 0 Hit Points, it doesn't cause this explosion.
  • Necrotic Speed The undead gains a +10-foot status bonus to all its Speeds.
  • Rotten Any living creature who starts its turn adjacent to the undead who isn't at full Hit Points takes 1d6 poison damage.

LOIL, page 179.

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