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Grinning PugwampiConsumable 14


UncommonConsumableEnchantmentMagicalMisfortuneTalisman
Source Pathfinder #149: Against the Scarlet Triad
Price 700 gp
Weight negligible

Usage affixed to a weapon

Activate Free Action envision

Trigger You damage a flat-footed creature with the affixed weapon

This bone statuette of a sneering gremlin crumbles to dust when activated, imparting a fraction of its subject's infamous misfortune unto those you strike.


Effect The damaged creature must attempt a DC 33 will save.


Critical Success The creature is unaffected.

Success The creature must roll twice and take the worse result on the next check it attempts.

Failure The creature must roll twice and take the worse result on all checks until the end of its next turn.

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.

Enchantment

Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.

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.

Misfortune

A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.

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.