SmoggerEquipment 9
Source Pathfinder #179: Cradle of Quartz
Price 600 gp
Weight 2 bulk
Some mutants savor the acrid smog of Alkenstar and the Gunworks. A smogger recreates this pollution by sucking in clean air and spewing it back out as pungent smog.
Activate (poison) Interact
Frequency once per hour
Effect The smogger creates a 10-foot-radius emanation of smog centered on you, which moves with you. You and other creatures in the smog are Concealed while inside the smog, and other creatures are concealed to you and other creatures in the smog. A strong wind doesn't disperse the smog but reduces it to a 5-foot- radius emanation. A creature that must breathe that begins its turn inside of the smog can choose to hold its breath as a free action for the round, but if it doesn't, it becomes Sickened 1. The smogger can maintain this effect for up to 1 minute, and the wearer of the smogger can Dismiss the effect.
Activate (poison) Interact
Frequency once per day
Requirements The smogger's above activation is in effect
Effect The smog created by the smogger thickens into a toxic element that burns the eyes, blisters flesh, and causes fits of coughing. All creatures in the smog cloud, including you, must attempt a DC 32 fortitude save—creatures that must breathe and aren't holding their breath take a -2 circumstance penalty to this save.
Critical Success The creature is unaffected.
Success The creature is sickened 1.
Failure The creature is sickened 1 (or increases their sickened condition value to 2 if it isn't holding its breath). The creature also takes 4d6 poison damage.
Critical Failure As failure, but the creature takes 8d6 poison damage.
Traits
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.
ConjurationEffects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.
InvestedA character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
MagicalSomething 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.