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d eadly g ardens collection 15

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Deadly Gardens additional wings may be used in the casting to improve the maneuverability of an additional creature per wing Empowering the eye takes a standard action and expends a 1st level spell slot or use of a 1st level spelllike ability The eye must be held in the user’s hand in order to gain this benefit DREAM WEED SNUFF Source Dream Weed; Harvest Knowledge (nature) DC 20 Yield doses; Price 400 gp; Weight — This pink-tinged fluff collected from the seed pod of a dream weed is typically kept in a small box and remains potent forever as long as it remains dry For hour after inhaling dream weed snuff, any time the user is in a psychic duel he gains MP that may be used to create a thought-form creature GAR SCALES, GIANT Source Gar, Giant; Harvest Knowledge (nature) DC 16 Yield 10 scales; Price 10 gp; Weight lb Giant gars are well armored in touch scales, and these scales can be used for armoring humanoids as well 10 scales is required to make a leather armor for a medium sized humanoid (and for a small character, the scales are too big for smaller characters than that) A leather armor made with Giant Gar scales counts as masterwork and grants a +2 circumstance bonus to Swim checks FIRE BEETLE GLAND Source Fire Beetle; Harvest Knowledge (nature) DC 11 Yield glands; Price 25 gp; Weight lbs A glowing gland from a fire beetle can provide light in a 10 foot radius The gland has been alchemically preserved and will continue to provide light for 30 days GELATINOUS SLIME BLADDER Source Gelatinous Cube; Harvest Knowledge (dungeoneering) DC 13 or DC 18 Yield dose; Price 100 gp; Weight lb Extracting the anesthetizing slime from a gelatinous cube is a relatively simple matter (DC 13) but preserving a patch of the cube’s delicate membrane and fashioning a bladder to contain the slime is a bit trickier (DC 18) The slime in a bladder can be used as a splash weapon (1d6 acid damage, 10 ft range increment, DC 18 Fortitude save or be paralyzed for 1d4 rounds) but without the bladder it must be stored in a stone or metal container and cannot be used as a splash weapon FORLARREN HORN POWDER Source Forlarren; Harvest Knowledge (nature) DC 12 Yield horns; Price 100 gp; Weight lbs You can apply this fine, gray powder to a willing creature as a standard action That creature gains DR / cold iron for hour, but the forlarren’s corrupted influence also causes that creature to take a –2 penalty on saving throws against spells and effects with the emotion descriptor GHOST ALE Source Ghost Spore Swarm; Harvest Knowledge (nature) DC 21 Yield doses; Price 2,000 gp; Weight — Powder derived from a dead ghost spore swarm wavers in and out of tangibility, so it must be placed in an alchemically-derived solution to force it to retain its effectiveness The amber coloration of the solution gives ghost ale its name A character imbibing a dose of ghost ale becomes incorporeal for minute The imbiber gains a deflection bonus to AC equal to her Charisma modifier (minimum 0) and must succeed at a DC 21 Will save to retain weapons and armor without the ghost touch ability Such magic weapons deal half damage to corporeal creatures, while armor only provides protection against incorporeal creatures FLY EYES Source Giant Fly; Harvest Knowledge (nature) DC 11 Yield pair of goggles; Price 200 gp; Weight lb The gigantic compound eyes of a fly can be crafted into bizarre goggles (which take up the eye slot) While wearing them, the user is sickened and suffers an additional -2 penalty to attack rolls However, patterns emerge in the fractured image, making complex visuals more easy to read The wearer ignores the miss chance from blur, displacement, and mirror image, and other miss chance effects which may be overcome by true seeing, except invisibility FROGHEMOTH EYE Source Froghemoth; Harvest Knowledge (dungeoneering) DC 23 Yield eyes; Price 1,000 gp; Weight lb Once per day a froghemoth eye can be empowered to grant the holder all around vision for 10 minutes 15

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