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You have a collection of loose treasures, pilfered from the hoards of creatures much larger and scarier than yourself. This collection is accessible only to you—perhaps in a fortified spacious pouch, or a trap-filled safehouse—yet you draw upon it infrequently. A hoard is to be grown, after all, and it wouldn’t do if you kept shrinking it instead.
During your daily preparations, you can call forth any four common talismans with an item level no higher than your level. A talisman summoned this way is temporary and returns to your hoard the next time you make your daily preparations if you haven’t already used it.
You are trained in Thievery.
Prerequisites Hoard Hunter Racket
You’ve grown proficient in using your treasures. Any saving throw DC required by your talismans uses the highest of your class DC or the talisman’s DC. The number of talismans you can draw forth each day increases by one if you're an expert in Thievery, two if you're a master, or three if you're legendary.
Prerequisites Hoard Hunter Racket
Your hoard and legend grow in equal measure… as does your infamy among dragonkind. When calling forth talismans during your daily preparation, you may choose uncommon talismans.
Whenever you first encounter an intelligent creature of draconic origins, the GM rolls a secret DC 5 flat check to see if they have heard of your exploits. On a failure, the creature becomes unfriendly. The GM can adjust this flat check as appropriate for circumstances in which you may be more or less known.
Prerequisites Hoard Hunter Racket
You disorient others with all your treasures. When you Affix a Talisman, you can specially prepare one item in your possession, allowing it to have two active talismans at once. Add the following debilitation to the list you can choose from when you use Debilitating Strike.
These talismans are available to those who regularly engage with dragons or their hoards.
Price 25 gp
Usage affixed to armor
Activate interact; Trigger You take damage
A storage tool, typically crafted by a sage or vizier dragon whose library has grown too large to properly manage. You can twist aside as a foe Strikes you, allowing the satchel's contents to spill out. You create a 15-foot cone of difficult terrain made from piled books. You then immediately Recall Knowledge with a +1 item bonus as you glean information from the contents before you.
Price 40 gp
Usage affixed to headgear or hair
Activate (concentrate); Trigger You fail at an Acrobatics check to Tumble Through
Requirement You are an expert in Acrobatics
A simple item, found along a phase dragon’s travels and kept as a memento. Though it appears to be of little significance, its shape has been warped by continual exposure to the phase dragon’s magic.
Space shudders; reroll the triggering check with a +1 status bonus and use the higher result.
Price 55 gp
Usage affixed to armor
Activate interact
This small pouch of loose change, berries, or inconsequential trinkets may or may not have actually belonged to a dragonet. Regardless, you’ve found excellent use in brandishing it to taunt your foes. When you activate this prize and tell all of the horrid theft you (possibly) committed, use Thievery in place of Intimidate to Demoralize a target.
Type greater; Level 11
Price 250 gp
You can Demoralize up to 2 targets at once, comparing your Thievery check result to both of their DCs.
Price 55 gp
Usage affixed to armor
Activate (concentrate)
Though it has long since served its purpose, this omen dragon’s bauble still whispers of unrealized possibilities. Upon activation, you roll two different non-attack skill checks that take no more than 1 minute. After determining both results, choose one of those checks to attempt. Use the result you already rolled for that check. The other skill check has no effect, as it was simply a possibility that never occurred.
Price 100 gp
Usage affixed to armor
Activate (manipulate); Requirement You are an expert in Diplomacy
From deep within the winding passages of a diabolic dragon’s den, this unsigned document thrums with binding magic.
When you activate this talisman while negotiating a deal or agreement, you gain a +2 status bonus to Diplomacy to Make an Impression or a Request, and to Perception to Sense Motive for 10 minutes. If you and a willing creature come to an agreement during this time, you can supernaturally bind both parties to its terms. If either creature breaks the agreement within the next 24 hours, they become drained 1, and the other creature immediately knows the agreement has been broken.
Price 120 gp
Usage affixed to a weapon
Activate (concentrate)
Stolen from the collection of a despair dragon, you are careful to not examine this misshapen doll too closely. Its curse requires nothing more than a poor victim’s gaze, after all. When you activate this talisman, make a Strike. If you hit and deal damage, the target is frightened 2 and dazzled for 1 minute as illusions of its worst fears surround it. On a critical hit, the target is frightened 3 instead.
Price 300 gp
Usage affixed to armor or headgear; Bulk L
Activate (concentrate); Trigger You take physical damage from an adjacent creature
Perhaps it’s a collection of golden rings and brightly colored jewelry to decorate your arms; a magnificent crown to adorn your head; a gorgeous scabbard to hold your weapon. Regardless, you’ve made the especially disastrous decision of borrowing from the collection of a fortune dragon.
You can activate the talisman when it’s jostled by an opponent's attack, awakening a curse originally meant for thieves like yourself. The attacker takes 3d6 force damage and 3d6 persistent mental damage with a DC 27 basic Fortitude save.
Type greater; Level 16
Price 1,100 gp
The damage of each type is 6d6, and the Fortitude DC is 35.
Price 500 gp
Usage affixed to a slashing weapon
Activate (concentrate); Trigger Your Strike with the affixed weapon was a critical success
This rare metal lay untouched in a vorpal dragon’s hoard for centuries, slowly absorbing the ambient magic of its surroundings. When you activate this talisman, your weapon gains the fatal trait for the duration of the triggering attack, with a damage die one step larger than the weapon's.
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