Magic apparel items must be worn to gain their effects.
9.9.1 Body Slots
The main limiting factor on how many items you can have equipped is your attunement points, not the physical location of your items on your
body. However, there are limits to how many items you can wear of the same type, as described below. For item types not listed here, use
reasonable judgment about what would be plausible.
Amulet: Up to 2
Belt: Up to 2
Boots: Up to 1
Circlet: Up to 2
Cloak: Up to 2
Gauntlets: Up to 1 (separate from gloves)
Gloves: Up to 1 (separate from gauntlets)
Rings: Up to 5 per hand
Tattoo: Any number, but only 1 per specific tattoo location
Property Limits: An apparel item can only have one magic item property.
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You can make dual strikes even if your Dexterity is less than 2 (see Dual Strikes).
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You are immune to teleport, push, and fling effects from attacks, unless the effects come from an attack that scores a critical hit. This does not
affect movement effects used by your allies.
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Rank 6 (12,500 gp): You are also immune to push, fling, and teleportation effects from attacks that are critical hits.
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You can activate this cloak as a standard action. When you do, you briefly become invisible (see Invisible). After you activate this cloak, you
briefly cannot do so again.
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When you move using one of your movement speeds, you can teleport the same distance instead. This does not change the total distance you can
move, but you can teleport in any direction, even vertically.
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You gain an average glide speed (see Aerial Movement).
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Rank 5 (2,500 gp): When you start gliding, it briefly does not make you unsteady(-2 accuracy, Armor, Brawn, Ref) (see Aerial Movement). After
that time, you can become unsteady as normal.
Rank 7 (62,500 gp): Gliding does not make you unsteady.
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You can activate this ring as a standard action. When you do, you may remove a condition affecting you. If you remove a condition in this way,
you are brieflyempowered(add rank to damage).
After you activate this item, you reduce your stamina by one.
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Rank 4 (500 gp): Activating this ring does not reduce your stamina.
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You gain a +1 enhancement bonus to your Constitution
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Rank 7 (62,500 gp): The bonus increases to +2.
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At the end of your turn, you regain 1d6 hit points.
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Rank 5 (2,500 gp): The healing increases to 3d6.
Rank 7 (62,500 gp): The healing increases to 5d10.
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At the end of your turn, if you do not have a stamina penalty, you automatically remove one of your vital wounds. You can choose to stop this
regeneration if you are conscious, but it happens automatically if you are unconscious due to vital wounds. When you remove a vital wound in this
way, you reduce your stamina by three.
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Once per turn, you can activate these gloves as a free action. When you do, a dagger briefly appears in each of your free hands. The daggers
disappear when this effect ends.
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Rank 4 (500 gp): The daggers be made from a special material of your choice. You can create an adamantine, pure diamondsteel, mithral, or silver
dagger (see Weapon Special Materials).
Rank 7 (62,500 gp): The daggers can also be made of pure adamantine, pure mithral, or sanctified silver.
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If you have blindsense, you increase its range by 30 feet. If you have blindsight, you increase its range by 15 feet.
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Rank 4 (500 gp): Your blindsense increases by 60 feet, and your blindsight increases by 30 feet.
Rank 6 (12,500 gp): Your blindsense increases by 120 feet, and your blindsight increases by 60 feet.
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While you wear this blindfold covering your eyes, you gain blindsight with a 15 foot range and blindsense with a 60 foot range. You are also
blind, as normal for wearing a blindfold. Shifting this blindfold to cover or stop covering your eyes requires a free hand (see Manipulating
Objects).
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Rank 5 (2,500 gp): The blindsense increases to 120 feet, and the blindsight increases to 30 feet.
Rank 7 (62,500 gp): The blindsense increases to 240 feet, and the blindsight increases to 60 feet.
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You can bond this ring to an ally you touch as a standard action. While the bond lasts, you can activate the ring as a standard action.
When you do, you teleport into the closest unoccupied square adjacent to that ally, if such a space exists within Medium (60 ft.)
range.
All bonds are removed if you remove or deattune from the ring and when you bond the ring to a new ally.
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Rank 4 (500 gp): The teleportation range increases to Long (90 ft.) range.
Rank 6 (12,500 gp): The teleportation does not require line of sight or line of effect.
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When you use the recover ability, you can also use a move action immediately afterward.
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Rank 4 (500 gp): When you use the recover ability, you can also use the sprint ability immediately afterward.
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You are immune to being slowed(-10 speed, -2 Armor and Ref) and knocked prone(half speed, -2 Armor and Ref), and you are
unaffected by difficult terrain. Enemy attacks cannot cause you to be grappled, but you can still be grappled if you initiate the
grapple.
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Once per turn, while you are within 5 feet of an unattended object at least one size category larger than you, you can activate these boots as a freeaction. When you do, gravity pulls you towards that surface instead of in the normal direction. This allows you to walk normally on walls or even
ceilings.
Whenever you change the direction that gravity pulls you, you must make a difficulty value 10 Poise check to keep your feet. Failure means you
fall prone(half speed, -2 Armor and Ref) and your movement ends.
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Rank 5 (2,500 gp): The maximum distance increases to 15 feet. This can allow you to pull yourself towards distant objects, though you may take
falling damage if you fall too far.
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You gain a +10 foot enhancement bonus to your speed.
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You have a translucent suit of magical armor on your body and over your hands. This functions like medium body armor that provides a +2 bonus
to Armor defense, a +3 bonus to your durability, and a +1 bonus to your vital rolls. Unlike normal medium body armor, it does not reduce your
Armor defense bonus from Dexterity.
The armor provided by this effect is dismissed if you have other body armor of any kind.
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Rank 4 (500 gp): The durability bonus increases to +5.
Rank 7 (62,500 gp): The Armor defense bonus increases to +3.
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Whenever you are hit by a critical hit, this item automatically activates. When it does, the attacker rerolls the attack against you, which may
prevent the attack from getting a critical hit against you. This does not protect any other targets of the attack. You stop being attuned to this item
when it activates in this way, and you must attune to it again to gain its effects.
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Rank 4 (500 gp): This item can activate twice before you stop being attuned to it. It can only reroll any individual attack once.
Rank 7 (62,500 gp): This item can activate three times before you stop being attuned to it.
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You can activate these bracers as a standard action. When you do, they emit a telekinetic burst of force, and you briefly cannot activate
them again. Make an attack vs. Brawn against all enemies within a Small (15 ft.) radius from you. Your minimum accuracy is
+1.
Hit: You push the target 30 feet in a straight line directly away from you. If the target is injured, you fling it instead of pushing
it.
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Rank 3 (100 gp): The minimum accuracy increases to +5 and the area increases to a Large (60 ft.) radius from you.
Rank 6 (12,500 gp): The minimum accuracy increases to +11 and the push or fling distance increases to 60 feet.
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You gain a +1 enhancement bonus to your Perception
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Rank 7 (62,500 gp): The bonus increases to +2.
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You gain a +1 enhancement bonus to your Willpower
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Rank 7 (62,500 gp): The bonus increases to +2.
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You can activate this amulet as a standard action. When you do, you remove one condition affecting you.
After you activate this item, you reduce your stamina by one.
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Rank 3 (100 gp): Activating this item does not reduce your stamina.
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You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without any ill effects. You suffer the normal penalties in
temperatures outside of that range.
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You are resistant(+4 defenses) to attacks with the Detection or Scrying tags.
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Rank 6 (12,500 gp): You are immune instead of resistant. This does not help against abilities that do not make attacks, so you can still be seen in
scrying sensors that are not targeted on you personally.
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You gain a slow fly speed with a maximum height of 15 feet (see Flight).
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Rank 7 (62,500 gp): The height limit increases to 30 feet.
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Whenever a non-humanoid mount that you are riding would gain one or more vital wounds, this cloak automatically activates. When it does, you
reduce your stamina by one, and the mount does not make a vital roll for the vital wounds. Instead, each vital wound is treated as having a vital
roll of 1, which prevents the mount from dying from its wounds.
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Rank 4 (500 gp): This cloak does not reduce your stamina when it activates.
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You gain a +1 enhancement bonus to accuracy against creatures and objects that you have concealment from.
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This crown constantly burns harmlessly, emitting bright illumination in a Small (15 ft.) radius. You can touch the crown as a standard action to
activate it. When you do, a burst of flame erupts around you, and you briefly can’t use this ability again. Make an attack vs. Reflex against
everything in a Small (15 ft.) radius from you. Your minimum accuracy is +5.
Hit: 3d10 damage.
Miss: Half damage.
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Rank 5 (2,500 gp): The minimum accuracy increases to +9, and the damage increases to 7d8.
Rank 7 (62,500 gp): The minimum accuracy increases to +13, and the damage increases to 12d10.
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You can activate this belt as a standard action. When you do, your size increases by one size category, to a maximum of Huge. This effect lasts
until you dismiss it.
Increasing your size gives you a +1 bonus to Strength for the purpose of determining your weight limits, a -1 penalty to your Reflex defense, and a
-4 penalty to your Stealth skill. It also increases your base speed (see Size Categories). This item makes you slightly clumsy in your new size. You
take a -10 foot penalty to your speed with all of your movement modes.
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You gain a +1 enhancement bonus to your Strength
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Rank 7 (62,500 gp): The bonus increases to +2.
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When you make a thrown strike, you reduce your longshot penalty by 1 (see Weapon Range Limits).
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Rank 4 (500 gp): The penalty reduction increases to 2.
Rank 6 (12,500 gp): The penalty reduction increases to 3.
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Creatures that are incorporeal are only resistant(+4 defenses) to your mundane abilities rather than immune to them.
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Rank 5 (2,500 gp): Incorporeal creatures are not resistant to your mundane abilities.
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You gain a +1 enhancement bonus to your Dexterity
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Rank 7 (62,500 gp): The bonus increases to +2.
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Your melee strikes gain the Long weapon tag, allowing you to attack targets up to 10 feet away from you (see Weapon Tags).
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You can activate this belt as a standard action. When you do, you regain 2d10 hit points and reduce your stamina by one.
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Rank 3 (100 gp): The healing increases to 5d8.
Rank 5 (2,500 gp): The healing increases to 8d10.
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You gain a +1 bonus to your defenses against targetedmagical ✨ abilities. This does not protect you from abilities that
affect an area.
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When you would gain a vital wound while you already have a vital wound, this amulet activates. You gain a +10 bonus to the vital roll for the new
vital wound, but this amulet is permanently destroyed.
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Rank 4 (500 gp): You completely negate the new vital wound instead of gaining a vital roll bonus.
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Whenever you jump, you can activate these boots (see Jumping). When you do, you reduce your stamina by one. In exchange, your maximum
jump height is equal to your maximum horizontal jump distance, and you can land in midair at any point during your jump this turn. You can
briefly levitate in that location as if you were standing on solid ground.
These boots cannot be activated again until you spend your full turn on a solid surface capable of supporting your weight.
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Rank 5 (2,500 gp): Activating these boots does not reduce your stamina.
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You gain a +1 enhancement bonus to your vital rolls.
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Rank 3 (100 gp): The bonus increases to +2.
Rank 5 (2,500 gp): The bonus increases to +3.
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When you move using one of your movement speeds, you can move through creatures freely. This does not allow you to move through inanimate
objects. You must still end your movement in an unoccupied space. If you are not able to move normally, such as if you are grappled, these boots
do not help you.
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Rank 5 (2,500 gp): You can also move through mundane, inanimate objects that are no more than six inches thick.
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Whenever you use the recover ability, make an attack vs. Armor and Reflex against all enemies within a Medium (30 ft.) radius from you. Then,
this cloak is permanently destroyed.
Hit: 2d10 damage.
Miss: Half damage.
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Rank 4 (500 gp): The damage increases to 7d8, and the area increases to a Large (60 ft.) radius.
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You are resistant(+4 defenses) to poisons and poison damage.
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Rank 6 (12,500 gp): You become immune instead of resistant.
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You can activate this amulet as a minor action. When you do, you remove one condition affecting you.
After you activate this item, you reduce your stamina by one.
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Whenever a creature grapples you, you immediately deal it 3d10 piercing damage. This does not affect creatures that you initiate a grapple
with.
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Rank 5 (2,500 gp): The damage increases to 8d10.
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This crown sheds bright illumination in a Medium (30 ft.) radius. You can touch the crown as a minor action to suppress or resume the
light.
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Rank 3 (100 gp): The area increases to a Large (60 ft.) radius.
Rank 5 (2,500 gp): The area increases to a Gargantuan (120 ft.) radius.
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You continuously gain nourishment, and no longer need to eat or drink. This ring must be worn for 24 hours before it begins to
work.
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Rank 4 (500 gp): You also need only a quarter of your normal amount of sleep (or similar activity, such as elven trance) each
day.
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When you or an adjacent ally casts a spell that does not have the Attune or Sustain tags, you can invest the magic of the spell in the ring. If you
do, the spell does not have its normal effect. All decisions about the spell’s effect, except for targeting, must be made at the time that the spell is
invested in this way. The desperate exertion ability cannot be used to affect the spell, either at the time it is invested or when it is activated. Only
one spell can be stored this way.
You can activate this ring as a standard action. When you do, you cause the effect of the last spell invested in the ring. You choose the area and
targets affected by the spell at this time. This does not require verbal components or somatic components, even if they would
normally be required to cast the spell. The spell’s effect is determined based on the power and other abilities of the original caster
who invested the spell into the ring, not yours. You do not have to have the ability to cast the spell to activate a spell in this
way.
After you use a spell in this way, the energy in the ring is spent, and you must invest a new spell to activate the ring again. Any lingering
effects of spells activated through this ring automatically end after ten minutes, and whenever you invest a new spell into the
ring.
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Rank 6 (12,500 gp): You can invest up to two spells in the ring. When you activate the ring, you choose which spell to use.
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You can activate these bracers as a free action. When you do, you reduce your stamina by one and briefly gain a +2 bonus to your Armor defense.
After you activate this item, you briefly cannot do so again.
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Rank 4 (500 gp): The defense bonus increases to +4.
Rank 7 (62,500 gp): The defense bonus increases to +6.
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You can activate this belt as a standard action. When you do, your size decreases by one size category, to a minimum of Small. This effect lasts
until you dismiss it.
Reducing your size gives you a -1 penalty to Strength for the purpose of determining your weight limits, a +1 bonus to your Reflex defense, and a
+4 bonus to your Stealth skill. It also reduces your base speed (see Size Categories).
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You can activate these boots as a free action. When you do, you may treat air as if it were solid ground to your feet during this turn. You may
selectively choose when to treat the air as solid ground, allowing you to walk or jump on air freely. These boots cannot be activated again until you
land on a solid surface capable of supporting your weight.
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Rank 6 (12,500 gp): The effect lasts briefly instead of only during the current turn.
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You can activate these gauntlets as a standard action. When you do, a rock appears in one free hand, and you can immediately throw it at anything
within Short (30 ft.) range. Make an attack against the target’s Armor defense. After you activate this item, you briefly cannot do so
again.
Hit: 2d10 damage plus your Strength.
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Rank 4 (500 gp): The damage increases to 5d8 plus twice Strength.
Rank 6 (12,500 gp): The damage increases to 8d10 plus four times Strength.
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This crown sheds brilliant illumination in a Medium (30 ft.) radius. You can touch the crown as a minor action to suppress or resume the
light.
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Rank 6 (12,500 gp): The area increases to a Huge (90 ft.) radius.
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Whenever you use the sprint ability, you can activate these boots. When you do, that ability does not reduce your stamina.
After you activate these boots, you cannot do so again until you spend your full turn without making a movement.
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This tattoo must be applied to one of your natural weapons that do not require a free hand to use, such as a bite. It provides that natural weapon
with a specific rank 1 magic weapon property which is not a deep attunement.
If that natural weapon would already be affected by a magic weapon property, this tattoo has no effect on it. Different versions of this item exist for
each rank 1 magic weapon property.
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This item functions like a tattoo of imbuement, except that the magic weapon property is rank 2.
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This item functions like a tattoo of imbuement, except that the magic weapon property is rank 3.
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This item functions like a tattoo of imbuement, except that the magic weapon property is rank 4.
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This item functions like a tattoo of imbuement, except that the magic weapon property is rank 5.
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This item functions like a tattoo of imbuement, except that the magic weapon property is rank 6.
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This item functions like a tattoo of imbuement, except that the magic weapon property is rank 7.
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You can throw creatures and objects as they had the Thrown (30/60) weapon tag (see Weapon Tags). They must be at least one size category
smaller than you, and you must be able to pick them up within your weight limits.
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Rank 6 (12,500 gp): The tag improves to Thrown (60/120).
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This belt contains five pockets, each of which is larger on the inside than the outside. The inside of each pocket is a six inch cube. You can put
anything you want in each pocket, but you still carry the weight of anything in the pockets. If you put reactive objects in a pocket, such as acid or
burning alchemist’s fire, it may destroy the pocket until the belt is repaired.
As long as each pocket is no more than half full, or is full of completely interchangeable items, you can reach into any pocket just as easily as you
can reach into a nonmagical pocket. Overstuffed pockets may take more time to sift through to find the specific item you want, just like rummaging
through a backpack.
If you take off this belt or stop attuning to it, the items in the belt become inaccessible. If this belt is destroyed, the items within it become lost in
the Astral Expanse.
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Rank 5 (2,500 gp): The belt has ten pockets instead of five, and each pocket is a one foot cube instead of a six inch cube.
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You can activate this cloak as a standard action. When you do, you teleport to an unoccupied location within Medium (60 ft.) range of your
original location, and you briefly cannot activate this cloak again. As normal for teleportation, you can immediately hide when you reach your
destination (see Stealth). Unlike most teleportation, this teleportation does not make any noise.
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Rank 6 (12,500 gp): The range of the teleportation increases to Distant (120 ft.) range.