Item: Lambent Perfume

Level6
Rarity
Common
Price250 gp
UsageHeld in one hand
PublicationPathfinder Rage of Elements

This ceramic incense burner is shaped like a three-headed ibis in the form of Atreia, spreading his wings and preparing to take flight; it hangs on a thin, golden chain.


Activate—Light Incense 2 (aura, manipulate)

Frequency once per day

Cost incense worth at least 1 sp

Effect Sparkling golden mist escapes the ibis's open beaks, spreading in a 20-foot emanation. This perfume mist is calming and restorative. A creature that ends its turn within the censer's smoke while sickened or under an affliction can attempt a new saving throw to overcome it.

A creature with multiple afflictions, or that is both sickened and has an affliction, chooses one to attempt to overcome each time it ends its turn in the aura. After attempting a new saving throw against an affliction, a creature is temporarily immune to lambent perfume for the purpose of overcoming that affliction for 24 hours.


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.


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