Item: Bloodburn Censer
The exterior of this egg-shaped brass censer is polished to a mirror-like sheen. Several rings are attached to its sides at regular intervals. The top of the censer's lid is decorated with a pair of intertwining snakes.
Activate—Light Incense 2 (aura, manipulate)
Frequency once per day
Cost incense worth at least 5 gp
Effect A piping, reddish smoke pours from the censer in a 20-foot emanation. You choose whether the smoke causes the target's blood to turn extremely hot or transmutes to poison; the smoke deals your choice of fire or poison damage. Each living creature that's in the area or enters it attempts a DC 34 Fortitude saving throw, then becomes temporarily immune for 1 hour.
Critical Success The creature is unaffected.
Success The creature breathes in a small amount of the poisonous smoke and takes 2d6 persistent,fire or 2d6 persistent,poison damage.
Failure The creature gulps down a lungful of the smoke, taking 4d6 persistent,fire or 4d6 persistent,poison damage and becoming Enfeebled 2 until the persistent damage ends.
Critical Failure The creature inhales a large amount of the smoke, taking 6d6 persistent,fire or 6d6 persistent,poison damage and becoming Enfeebled 3 until the persistent damage ends.
Trait Effects
Censer: An item with the censer trait must be filled with incense to Activate it, which ignites the incense and causes the censer to exude a cloud of smoke. The smoke creates an aura in an emanation from the censer's square. The smoke lasts for 1 minute but is immediately dispersed by a strong wind (ending the activation) or if you Dismiss the activation to snuff out the incense. Unless specifically noted otherwise, the smoke from a censer isn't thick enough to make creatures concealed, and you can choose to be immune to the smoke of any censer you Activate. You must be holding a censer to Activate it, but if you Release the censer, the incense continues to burn from the censer's location. A magical censer requires incense, as noted in its activation, which can be purchased in most settlements. You can use an alchemical or magical incense item for this purpose, but the magic of the censer overwhelms the incense and negates any other magical or alchemical properties it has. You can typically use the censer without activating it to burn incense as though it were a mundane censer.
Fire: Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition 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.
Poison: An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
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