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Alchemist's DamperConsumable 5


UncommonConsumableMagicalTalismanTransmutation
Source Pathfinder #179: Cradle of Quartz
Price 30 gp
Weight negligible

Activate Free Action envision

Trigger You attack with the affixed firearm

Requirements You're an expert with the affixed firearm.


A glass tube of mercury is contained within this golden clasp that's fitted in front of a firearm's trigger. On the triggering Strike, the mercury turns briefly to gold, reducing the effect of recoil, allowing you to ignore the circumstance penalty of the attached weapon's kickback weapon trait.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Consumable

An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Talisman

A talisman is a small object affixed to armor, a shield, or a weapon (called the affixed item). You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently.

Transmutation

Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.