TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  Items of Chance
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
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  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
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  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
   
  This book contains a collection of wondrous items 
  whose nature and abilities are patterned off of and inspired 
  by various games of chance, including carnival games, three-
  card-monte, dice games, and more. While each of these items 
  can be used by any character, they each have special features 
  and abilities that can only be unlocked by mythic characters, 
  as well.
  New Magic Items
   
  The following magic items are presented in 
  alphabetical order.
  CARNIVAL BALL OF POWER
  Aura faint evocation; CL 5th
  Slot none; Price 500 gp for one, or 1,200 gp for three; Weight 
  3 lbs.
  Construction Requirements Craft Wondrous Item, Mythic 
  Crafter, telekinesis; Cost 250 gp each.
   
  This wooden ball has been painted bright red, with 
  a yellow band encircling it, and red stars painted on the 
  band. It is surprisingly heavy, but fits comfortably in the 
  palm of the hand. A carnival ball of power can be thrown as 
  a ranged touch attack. It has a range increment of 5 feet, and 
  a maximum range of 100 feet. If the attack hits, the attacker 
  can make a special bull rush combat maneuver against the 
  target (1d20 + base attack bonus + the higher of the attacker’s 
  Strength or Dexterity + any special modifiers that apply 
  specifically to bull rush attempts, such as that from Improved 
  Bull Rush). If the attacker has a mythic rank or mythic tier, 
  that is added to the combat maneuver check, as well. This 
  bull rush attempt never provokes attacks of opportunity, 
  although the attacker cannot choose to move with the target. 
  If the target is pushed at least 10 feet, he falls prone, as well. 
  A creature knocked prone in this way suffers 5d6 points of 
  bludgeoning damage.
   
  A carnival ball of power is destroyed if it successfully 
  hits a creature, whether the bull rush attempt is successful or 
  not. If the carnival ball of power misses the target, it can be 
  recovered and thrown again.
  COIN OF FICKLE FATES
  Aura faint evocation; CL 5th
  Slot —; Price 2,000 gp; Weight —
  Construction Requirements Craft Wondrous Item, Mythic 
  Crafter, bane, bless; Cost 1,000 gp.
   
  This unusual coin appears to be made of two 
  separate metals, with a different metal on each face. One 
  side, made of platinum, depicts the face of a man with a 
  beaming smile and dressed in fine clothing, while the other 
  side, made of lead, depicts the wailing face of a distraught 
  man, dressed in tattered rags. Whenever the coin is flipped, 
  it always lands flawlessly in the outstretched hand of the one 
  who flipped it, unless its path is interfered with. 
   
  Besides the obvious uses for a coin with heads on 
  both sides that always lands in one’s hand, the coin can also 
  be used to invoke the power of luck on the user’s next action. 
  As a swift action, the coin’s wielder can toss it and catch it. If 
  he does, roll a d6. If the result of the die roll is even, the user 
  gains a +4 luck bonus on the next d20 roll he makes before 
  the end of his turn. If the result of the die roll is odd, the user 
  suffers a -4 penalty on the next d20 roll he makes before the 
  end of his turn, instead.
   
  A mythic character with this coin can choose to use 
  it as a free action whenever he surges. If he does, then instead 
  of the normal +4/-4 adjustment, if the result of the die roll is 
  even, he rolls twice the normal amount of surge dice, and if 
  the result of the die roll is odd, he does not gain a bonus for 
  surging at all.
  FEZ OF DECEPTIVE CONCEALMENT
  Aura moderate illusion; CL 9th
  Slot head; Price 20,000; Weight 2 lbs.
  Construction Requirements Craft Wondrous Item, Mythic 
  Crafter, mirror image; Cost 10,000 gp.
   
  This red felt hat is shaped like a truncated cone, 
  and is topped with a single white ball of cloth. Three times 
  per day, as a standard action, the hat’s wearer can create two 
  illusory duplicates of himself, which function very similarly 
  to mirror image, with a few exceptions. The wearer can then 
  immediately intermingle with the images, deciding (secretly) 
  whether he is on the left, right, or in the middle. Each time 
  a creature attacks the wearer or targets him with a spell, the 
  attacker must choose whether to attack the target in the 
  left, right, or middle position. Choosing the wrong position 
  causes the attack to automatically fail.
   
  When this ability is activated, each creature that 
  can see the user can make a Perception check (DC 10 + the 
  wearer’s Hit Dice + the higher of the wearer’s Dexterity or 
  Charisma modifiers). A success on this check allows the 
  observer to identify which position the wearer is in, and that 
  the other two positions are occupied by images. Unlike a 
  mirror image spell, the images are not destroyed upon being 
  hit, and anyone who hits one automatically knows that they 
  struck an image, and not a creature. This means that over 
  time, an attacker can narrow down which location the wearer 
  is in.
   
  As a swift action, the wearer can intermingle with his 
  images again, allowing him to choose a new location (left, 
  right, or center). Each time he does so, the images refresh 
  themselves, taking on any injuries or other distinguishing 
  visual features of the wearer. However, this also allows each 
  observer a new chance to make a Perception check (same DC) 
  to be able to determine the wearer’s location.
   
  Once activated, the effect lasts for 1 minute. 
  Although the effect can normally only be used three times 
  per day, a mythic character can expend a use of mythic power 
  to activate it additional times per day beyond that. Further, 
  whenever a mythic character activates the item, he can 
  choose to expend three uses of mythic power. If he does, four 
  images are created, instead of two (in this case, the positions 
  he can occupy are far left, mid-left, middle, mid-right, and 
  right).
  
  3
  GASPAR’S WONDROUS DICE
  Aura none, see text; CL 13th
  Slot —; Price 16,000 gp; Weight —
  Construction Requirements Craft Wondrous Item, Mythic 
  Crafter, darkvision, deeper darkness, discern lies, fireball, 
  forcecage, magic aura, magic weapon, summon monster I; 
  Cost 8,000 gp
   
  This pair of large, red, six-sided dice are slightly 
  translucent, as though made of colored glass. The dice do not 
  have a magic aura, making it difficult to identify their magical 
  properties, although a successful Spellcraft check (DC 25) in 
  conjunction with detect magic, or a similar ability, allows the 
  dice’s magical nature to be perceived. Three times per day, 
  when they are rolled, the user can call out a specific die result, 
  from among the list below. If he does, the dice automatically 
  land on that result, and produce the effect listed for that 
  result. 
   
  For effects where the location of the dice matters, 
  treat this as a splash weapon, with attack rolls made against 
  AC 5 in order to land the dice in the desired square. The dice 
  have a range increment of 5 feet.
  The specific results that can be called in this way are as 
  follows:
   
  Snake Eyes: The user gains darkvision 60 ft., and 
  is affected as though by discern lies. He does not need to 
  concentrate to maintain the discern lies effect, and can 
  resume using it after ceasing concentration, but must 
  concentrate on it each round that he intends to use it. These 
  benefits last for 10 minutes. Finally, once during this period, 
  he can call upon this ability to see through objects, as the ring 
  of x-ray vision, for up to 5 consecutive rounds, during which 
  time he must concentrate to maintain the effect.
   
  Hard Four: An ettin is summoned in the square that 
  the dice are in, or in the nearest unoccupied space, if that 
  square is occupied. The ettin serves the person who rolled the 
  dice faithfully, as though summoned by summon monster I, 
  for one minute, before returning whence it came.
   
  Hard Six: Each of the dice transforms into a single 
  one-handed or light melee weapon of the user’s choice. Both 
  of these weapons have a +1 enhancement bonus to attack and 
  damage rolls. The transformation lasts for 10 minutes, after 
  which the weapons revert to being dice. While in weapon 
  form, the normal abilities of the dice cannot be activated.
   
  Hard Eight: A cube of force appears around the 
  square that the dice land in. This functions as the windowless 
  cell version of the forcecage spell, except that the cage’s area 
  is a single 5-ft. square. A successful Reflex save (DC 16) allows 
  any creature within that square to escape before the cage fully 
  comes into being. The cage lasts for one minute.
   
  Hard Ten: A fiery explosion erupts from the dice. 
  The dice themselves are unharmed, but the blast inflicts 
  5d6 points of fire damage to everything within 20 feet. A 
  successful Reflex save (DC 18) halves this damage.
   
  Midnight: The area within 20 feet of the dice 
  becomes shrouded in darkness. This functions as a deeper 
  darkness spell, except that instead of reducing the light 
  level by 2 steps, it automatically reduces the light level to 
  supernatural darkness. This effect lasts for one minute.
   
  If the dice are rolled by a mythic character, that 
  character can expend a single use of mythic power in order 
  to have the dice create any two of the effects listed above, 
  instead.
  GASPAR’S TABLE OF SUMMONING SELECTION
  Aura strong transmutation; CL 17th
  Slot —; Price 30,000 gp; Weight 10 lbs.
  Construction Requirements Craft Wondrous Item, Mythic 
  Crafter, summon monster IX; Cost 15,000 gp.
   
  Most of the time, this strange item resembles a small 
  wooden cube, two inches to a side, with a small metal dome 
  emerging from the middle of one side. The dome is in fact a 
  sphere, which sits in a recess in the item, and is about 1 inch 
  in diameter. Once per day, as a move action, the sphere can 
  be removed from the box, which then immediately begins to 
  expand and unfold, until it takes the form of a table, 5 feet to 
  a side and 4 feet high. The surface of the table is covered in 
  small circular indentations, about 2 inches in diameter and 
  1 inch deep. At the bottom of each of these indentations is a 
  hand-drawn image of an exotic creature.
   
  While the item is in this state, anyone can toss the 
  metal ball into one of the holes on top of the table. This must 
  be done from a range of at least 5 feet, or it has no effect. The 
  ball grows painfully warm when brought within 5 feet of the 
  table, as a reminder of this fact. Throwing the ball into one 
  of the holes requires a ranged attack (a standard action, or it 
  can be done as part of a full-attack action). Treat the ball as a 
  dart for the purposes of any weapon proficiencies or bonuses 
  that the thrower might possess, but it has a range increment 
  of 5 feet. If the result of the attack roll is 15 or lower, the 
  ball fails to land in any of the holes, and rolls off the table, 
  traveling 1d4 x 5 feet in a random direction. Otherwise, the 
  ball lands in a random hole, and a creature corresponding to 
  the one depicted in that hole appears, as though it had been 
  summoned by summon monster I. In order to determine 
  exactly what creature is summoned, roll a d% and consult the 
  table on the following page. For every 10 points by which the 
  ranged attack’s result exceeded 15, you may roll an additional 
  time, and take the best result.
   
  As soon as the creature is summoned, the table folds 
  back up into its original state, with the ball sticking halfway 
  out of it. Although the table can normally only be used once 
  per day, a mythic character can expend a use of mythic power 
  to remove the ball an additional time (he can do this any 
  number of times per day, provided he has the mythic power 
  to do so). Additionally, a mythic character rolls one additional 
  time when determining which creature is summoned, and 
  takes the best result (this gives the character 2 rolls if the 
  attack roll was 24 or less, 3 rolls if it was 25 – 34, 4 rolls if it 
  was 35 – 44, and so on).
  
  4
  d%
  Result
  01
  BaboonB2
  02
  Crawling handB2
  03
  Eagle
  04
  Formian workerB4
  05
  HaniverB4
  06
  Maggot, giantB2
  07
  Pony
  08
  Snake, viper
  09
  Stirge
  10
  Snapping turtleB2
  11
  Zombie, medium
  12
  AtomieB3
  13
  Bee, giantB2
  14
  CarbuncleB3
  15
  Darkmantle
  16
  Elemental* (small)
  17
  Frog, giant
  18
  Ghoul
  19
  Jack-o'-lanternB4
  20
  RamB2
  21
  Spider, giant
  22
  Wolf
  23
  Archon, lantern
  24
  Aurochs
  25
  Boar
  26
  Cave fisher
  27
  Choker
  28
  Crocodile
  29
  Demon, dretch
  30
  Div, doruB3
  31
  Imp
  32
  Rakshasa, raktavarnaB3
  33
  TatzlwyrmB3
  34
  Ankheg
  35
  Caryatid columnB3
  36
  ChupacabraB2
  37
  Elemental* (medium)
  38
  Unicorn
  39
  Barghest
  40
  Flail snailB3
  41
  Gargoyle
  42
  Harpy
  43
  Minotaur
  44
  Owlbear
  45
  AchaieraiB2
  46
  Basilisk
  47
  Elemental* (large)
  48
  Manticore
  49
  Troll
  50
  Demon, babau
  Table: Summoning Selection
  51
  Djinni
  52
  Girallon
  53
  Salamander
  54
  TendriculosB2
  55
  Wyvern
  56
  Chimera
  57
  Demon, succubus
  58
  DragonneB3
  59
  Elemental* (huge)
  60
  Remorhaz
  61
  Devil, erinyes
  62
  Dinosaur, triceratops
  63
  Efreeti
  64
  LammasuB3
  65
  Ogre mage
  66
  Treant
  67
  Demon, vrock
  68
  Devil, bone
  69
  Dinosaur, tyrannosaurus
  70
  Elemental* (greater)
  71
  Hag, night
  72
  Angel, movanic devaB2
  73
  Bebilith
  74
  Couatl
  75
  Giant, fire
  76
  Rakshasa
  77
  Snake, giant anacondaB2
  78
  Demon, hezrou
  79
  Devil, barbed
  80
  Devourer
  81
  Elemental* (elder)
  82
  ThunderbirdB2
  83
  AthachB2
  84
  CatoblepasB2
  85
  Frost wormB2
  86
  JorogumoB3
  87
  Roper
  88
  ValkyrieB3
  89
  CharybdisB2
  90
  Demon, glabrezu
  91
  Devil, ice
  92
  Froghemoth
  93
  Giant, storm
  94
  DemilichB3
  95
  Dragon, black (old)
  96
  Dragon, red (adult)
  97
  Dragon, sovereign (young adult)B3
  98
  VemerakB2
  99
  XanthosB4
  100
  Roll 1d3 more times, all results are summoned
  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica 
  Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill 
  Webb; Based on original content from TSR. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, 
  Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, 
  Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese. 
  Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason 
  Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley 
  Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
  Mythic Mastery: The Mythic Glabrezu Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume I Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Heritages: Demonic Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Archery Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: The Mythic Succubus Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume II Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: The Mythic Balor Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Items of the Orient Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Traps Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume III Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Draconic Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Curses Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Creatures of the Nile Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume IV Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Dretches and Quasits Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Pharaonic Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume V Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Traps 2 Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Items of the Nile Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Efreeti Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VI Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Sphinxes Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Magic of the Nile Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Babau and Hezrou Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VII Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Nabasus and Shadow Demons Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Heritage of the Egyptian Gods Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VIII Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Sci-Fi Relics Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Angelic Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Robots Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume IX Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mutant Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Curses II Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Robots II Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume X Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Aliens: The Astori Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: The Vordis Scourge Volume I Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Fey Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XI Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: The Vordis Scourge Volume II Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Items of Chance Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Mythic Items of Chance and Skill!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Mythic Mastery - Items of Chance.pdf