60 items, from Alcohol to Armbands of the Gorgon.
Alcohol · Alicorn Lance · Aligned Oil · Alignment Ampoule · Alluring Scarf · Alluring Scarf · Alpaca · Amaranth Bewitching Bloom · Amaranthine Pavise · Amazing Pop-Up Book · Ambrosia Of Undying Hope · Amnemonic Charm · Amphibious Chair · Amulet of the Third Eye · Anarchic · Anathema Fulu · Ancestral Echoing · Ancestral Embrace · Ancestral Geometry · Anchor Feather Token · Anchor of Aquatic Exploration · Anchor Spear · Anchoring · Anchoring · Animal Bed · Animal Repellent · Animal Staff · Animal Staff · Animate Dreamer · Anklets of Alacrity · Ankylostar · Anointed Waterskin · Anointing Oil · Anointing Oil · Anticorrosion Oil · Antidote · Antimagic · Antimagic Oil · Antiplague · Antipode Oil · Antivenom Potion · Antler Arrow · Apotropaic Fulu · Apparition Gloves · Applereed Mutagen · Apricot Of Bestial Might · Aquarium Lamp · Arachnid Harness · arachnid harness · Arbiter Conrasu Coin · Arboreal Staff · Arboreal's Revenge · Archaic Wayfinder · Architect's Pattern Book · Archivist's Gaze · Arctic Vigor · Arctic Vigor · Armbands of Athleticism · Armbands of Athleticism · Armbands of the Gorgon
Item 0
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
Alcohol is a common substance available in stunning variety. The Price of a dose of alcohol depends on the specific beverage. You can't recover from the sickened condition from alcohol while affected.
If you fail a saving throw against alcohol other than initial saves, the affliction's stage doesn't increase; the only way to increase the stage of alcohol's affliction is to consume more alcohol.
Saving Throw DC 12 Fortitude; Onset 10 minutes; Stage 1 +1 item bonus to saving throws against fear effects (10 minutes); Stage 2 flat-footed, +1 item bonus to saving throws against fear effects (10 minutes); Stage 3 clumsy 1, flat-footed, stupefied 2 (10 minutes); Stage 4 clumsy 2 and sickened 2 (10 minutes); Stage 5 clumsy 2, sickened 2, and stupefied 2 (10 minutes); Stage 6 unconscious (8 hours); Stage 7 death
Gamemastery Guide, page 120.
Item 5
Price 150 gp
Usage held in 1 hand; Bulk 2
Category Held
This white +1 striking lance is made from the horn of a unicorn, willingly granted at the end of its lifetime. In addition to its normal damage, it deals 1 good damage on successful attacks.
You can make the lance glow like a torch or suppress its light by using an action, which has the concentrate trait.
Move up to twice your Speed and make a Strike with the alicorn lance; you gain the effects of the lance's jousting trait on this Strike. If you were already mounted when you Activate the horn, the unicorn spirit takes shape around your steed, granting it a +10–foot status bonus to its Speed for the charge.
Craft Requirements The initial raw materials must include a horn willingly gifted by a unicorn. In rare instances, an alicorn lance can be made with a forcibly taken horn. However this heinous act pollutes the horn's magic, causing it to glow with a sickly red light, deal evil damage instead of good damage, and make the unicorn spirit evoked in the charge to whinny visibly in pain.
Treasure Vault, page 36.
Item 9
Price 140 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
This oil fills a weapon with cosmic power of an alignment. Each aligned oil is crafted to one alignment: chaos, evil, good, or law (such as a good-aligned oil). A weapon anointed with this oil gains the effects of the property rune matching its alignment: anarchic (chaos), axiomatic (law), holy (good), or unholy (evil)
This lasts for 1 minute.
Core Rulebook, page 561.
Item 1+
Usage held in 1 hand; Bulk L
Category Bomb
This glass sphere is divided into four quarters, each of which contains a different material aligned with good, evil, chaos, or law, such as shavings from a holy relic or dried flowers that grew near a planar rift to the Abyss. When an alignment ampoule strikes a creature with a weakness to good, evil, chaos, or law, it deals the listed damage, which matches the creature's highest weakness. This damage is always based on the weaknesses of the initial target of the attack.
If a creature has multiple eligible weaknesses, randomly determine the damage type. An alignment ampoule has no effect against creatures that don't have a weakness to the ampoule's associated alignment types.
Type lesser; Level 1; Price 4 gp
The ampoule deals 1 damage and 1 splash damage.
Type moderate; Level 3; Price 12 gp
You gain a +1 item bonus to attack rolls. The bomb deals 1d4 damage and 2 splash damage.
Type greater; Level 11; Price 300 gp
You gain a +2 item bonus to attack rolls. The bomb deals 2d4 damage and 3 splash damage.
Type major; Level 17; Price 3,000 gp
You gain a +3 item bonus to attack rolls. The bomb deals 3d4 damage and 4 splash damage.
LOPSG, page 39.
Item 8+
Usage held in 1 hand
Category Held
This thin, multicolored scarf shifts between hues in almost dizzying patterns.
Type alluring scarf; Level 8; Price 415 gp
Type greater alluring scarf; Level 12; Price 1,650 gp
The DC is 29. You attempt to fascinate all creatures within 20 feet.
Type major alluring scarf; Level 16; Price 8,000 gp
The DC is 35. You attempt to fascinate all creatures within 30 feet.
LOTGB, page 84.
Item 8
Price 415 gp
Usage held in 1 hand
Category Held
This thin, multicolored scarf shifts between hues in almost dizzying patterns.
LOTGB, page 84.
Item 0
Price 75 gp +
Category Pet
No entries found.
LOTG, page 103.
Item 15
Price 5,500 gp
Usage tattooed on the body; Bulk —
Category Tattoo
While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations.
These blooms are colorful, elegant representations of distinct flower species, as determined by its type.
The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy's attack, or an effect created by an enemy, that damage can't reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn.
Main Item: Bewitching BloomTreasure Vault, page 119.
Item 10
Price 1,000 gp
Usage held in 1 hand; Bulk 4
Category Held
This tower shield (Hardness 9, HP 54, BT 27) was developed by followers of Ziris, the elven god of the hunt. It's distinct for having a central ridge, and for being made from only wood and hide. Ziris's religious symbol, a hawk rising over a silver crescent, is painted on the hide stretched across the front of the shield. Each amaranthine pavise is blessed by Zirisian priests to aid in liberating Baekom and defeating the nascent demon lord Nuzik. While you have the shield raised, you gain a +2 circumstance bonus to saving throws against the innate spells and special abilities of demons. When your allies have cover from the amaranthine pavise, the circumstance bonus they gain from cover to Reflex saves against area effects also applies to Fortitude and Will saves against demons' area effects.
LOTGB, page 30.
Item 11
Price 1,250 gp
Bulk L
Category Grimoire
Goblin wizards invented the amazing pop-up book to store their spells without written words, though the tradition has been spreading to illusionists from other cultures. These grimoires have colorful covers and open to reveal three-dimensional scenes illustrating various spells. Goblins delight in constructing the books just right so a terrifying creature, like a horse or dog, pops up toward the reader each time a page is turned.
Treasure Vault, page 110.
Item 19
Price 6,200 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This elixir is usually stored in a small metal flask or miniature stein. The dark liquid sparkles as if it were full of stars and is considered sacred to Grarus and to the cults of the Failed in Shoumeistai. The next time you would die from damage within 8 hours after you drink the ambrosia, it prevents you from dying, you regain 20 Hit Points, the elixir's benefits end, and you become temporarily immune to the ambrosia of undying hope for 24 hours.
The ambrosia can't protect you from death effects or disintegration, but it can protect against almost any other form of death via damage. You can only be under the effect of a single ambrosia of undying hope at a time.
Item 9
Price 140 gp
Usage affixed to armor; Bulk —
Activate envision; Trigger You fail or critically fail a Deception, Diplomacy, or Intimidation check to Coerce, Lie, Make an Impression, or Request; Requirements You're a master in the skill you failed with.
Category Talisman
This ornate locket, usually containing a faceless, humanoid portrait, is typically worn on a chain around the neck or attached to your clothing. When activated, the charm casts a DC 26 modify memory spell against a single target of the check, removing all memory of your failed attempt and potentially allowing you to make another attempt. The effect can't remove more than 3 minutes of memories from its target.
Treasure Vault, page 92.
Item 9
Price 575 gp
Category Wheelchair Upgrade Assistive Item
This magical upgrade allows the wheelchair to shift its functionality between land and aquatic environments without a hitch, propelling through the water or on land with equal ease. Your chair has a base land Speed of 20 feet if that's faster than your land Speed (for example, if you are an aquatic creature with no land Speed or a very slow land Speed), and your chair has a base swim Speed of 20 feet if that's faster than any swim Speed you have. Additionally, while riding in the chair, you can magically breathe underwater if you normally breathe air, or breathe air if you can normally only breathe underwater.
LOTGB, page 71.
Item 17
Price 15,000 gp
Usage worn amulet; Bulk L
Category Apex
This large brass medallion hangs low on the torso. It's shaped in the form of an unblinking eye, with a ring of turquoise as the iris and an orb of jet serving as the pupil. The amulet grants you a +2 item bonus to Perception checks. When you invest the amulet, you either increase your Wisdom score by 2 or increase it to 18, whichever is higher.
Treasure Vault, page 102.
Rune 11
Price 1,400 gp
Usage etched onto a weapon without an axiomatic rune
Category Rune
An anarchic rune is jagged and asymmetrical, channeling chaotic energy. A weapon with this rune deals an additional 1d6 chaotic damage against lawful targets. If you are lawful, you are enfeebled 2 while carrying or wielding this weapon.
When you critically succeed at a Strike with this weapon against a lawful creature, roll 1d6. On a 1 or 2, you deal double minimum damage; on a 3 or 4, double your damage normally; on a 5 or 6, you deal double maximum damage.
Craft Requirements You are chaotic.
Core Rulebook, page 583.
Item 11
Price 250 gp
Usage affixed to the ground in four spaces along a circle with a 20‑foot radius; Bulk —
Duration 1 hour
Category Consumable
First used by aasimars of Daekrum to weaken qlippoth, an anathema fulu comes in four pieces, one placed in each cardinal direction. Choose one of the following traits when activating the fulus: celestial, elemental, fey, fiend, monitor, or undead. If a creature with that trait starts its turn in the area, it must succeed at a DC 30 Fortitude saving throw or become sickened 2 until the start of its next turn. On a critical success, the creature becomes temporarily immune to any anathema fulus for 1 hour. Regardless of the save result, if you subsequently cast banishment on such a creature in the area, the creature takes the –2 penalty described in that spell for using a material component that's anathema to that creature.
The fulu acts as that component; you don't need to add it. If a creature affected by this penalty rolls a saving throw against banishment, the caster can use a free action to force the result one step lower. Doing so burns the whole fulu out, ending the effect. If any of the fulu's pieces are moved or destroyed after activation, the effect ends.
Treasure Vault, page 76.
Rune 15
Price 9,500 gp
Usage etched onto a weapon
Category Rune
The wisdom of this weapon's past owners flows into your mind, amplifying your own abilities with the weapon. Your proficiency rank with this weapon is one step higher than normal, to a maximum of the highest proficiency rank you have in any weapon. For instance, if you had master proficieny with martial weapons and expert proficiency with advanced weapons, you would have master proficiency with advanced weapon that had this rune.
In addition, while wielding the ancestral echoing weapon, you have expert proficiency in one Lore skill relevant to one or more of the weapon's previous owners. This is typically Dwarven Lore but is ultimately determined by the GM depending on the weapon's history.
Item 26
Usage worn armor; Bulk 1
Category Artifact
This brightly colored +4 major resilient leather armor is inscribed with a spiral that has no end or beginning. Though it is a symbol of the ancient religion of Holy Xatramba, it also serves as a religious symbol of Grobreil. When you invest the armor, you gain negative resistance 25 and can draw on the power of your ancestors. You gain an ancestry feat from your ancestry; the feat can be any level, but you must meet any other prerequisites of the feat.
You lose the feat when the investment ends, and you can select a different feat each time you invest the armor again.
Item 2
Price 30 gp
Usage tattooed on the body; Bulk —
Category Tattoo
Geometric precision and perfect angles signify that an artist with exemplary knowledge of dwarven tattooing traditions created this body art. Your family's ancestral stories, recited throughout the tattooing process, bind your blood even tighter to theirs. During your daily preparations, you manifest a visitation by an ancestor—possibly via a dream, a vision, or a magical trinket left by your bedroll. Roll 2d20 and record the highest result. Then roll 1d6 and note a type of saving throw:
1–2 Fortitude, 3–4 Reflex, and 5–6 Will.
In addition, until the next visitation, you gain a +1 item bonus to one Lore skill related to the ancestor, as determined by the GM.
Usually, the ancestor provides a kind of knowledge they believe you'll need. For dwarven ancestors, the Lore skill is usually Architecture Lore, Engineering Lore, Genealogy Lore, Labor Lore, Mining Lore, Warfare Lore, or Lore about a dwarven deity.
Treasure Vault, page 119.
Item 7
Price 55 gp
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
Each feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description.
This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40).
Main Item: Feather TokenCore Rulebook, page 570. Reprinted in BB.
Item 9
Price 690 gp
Usage held in 1 hand; Bulk 1
Category Held
No matter how often it's washed, the last crystals of salt rime never quite leave this pitted anchor. When you're holding the anchor of aquatic exploration, you can breathe underwater; however, you can't Swim, losing any Swim speed you have, automatically failing any Athletics checks to Swim, and so on. Instead, when you enter a body of water, you sink to the bottom at a rate of 25 feet per round and can move across the bottom at your normal Speed. You're protected from environmental effects of deep water such as pressure, cold temperatures, and any negative consequences of depressurization.
Treasure Vault, page 114.
Item 13
Price 2,800 gp
Usage held in 1 hand; Bulk 1
Category Held
The tip of this +2 greater striking spear is large and wickedly barbed, and the haft is inlaid with fine silver lines that run the length of the weapon. Wielded by specially trained xulgath cavalry, anchor spears are used to prevent the escape of gogiteths or other monsters capable of climbing or burrowing.
Rune 10+
Usage etched onto a weapon
Category Rune
This rune prevents enemies from escaping your grasp by fleeing to other planes. If you critically hit a target with an anchoring weapon, the weapon casts dimensional anchor on the target (DC 27, counteract modifier +17).
Type anchoring; Level 10; Price 900 gp
Type greater anchoring; Level 18; Price 22,000 gp
When you critically hit a target with a weapon with the anchoring rune, the weapon casts 8th-level dimensional anchor on the target (DC 38, counteract modifier +28), except that if the target critically succeeds at its Will save, instead of having no effect, the dimensional anchor lasts for 1 round.
When you hit a target with the weapon but don't critically hit, the target is affected by 4th-level dimensional anchor for 1 round without a save (this still uses a counteract modifier of +28).
LOTGB, page 80.
Rune 10
Price 900 gp
Usage etched onto a weapon
Category Rune
This rune prevents enemies from escaping your grasp by fleeing to other planes. If you critically hit a target with an anchoring weapon, the weapon casts dimensional anchor on the target (DC 27, counteract modifier +17).
Main Item: AnchoringLOTGB, page 80.
Item 0
Price 1 sp
Category Animal Caretaking Adventuring Gear
No entries found.
LOTG, page 103.
Item 1+
Usage held in 1 hand; Bulk L
Activate 1 minute Interact
Category Consumable
Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind.
You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal.
The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure).
Type minor; Level 1; Price 3 gp
The DC for saves is 15.
Type lesser; Level 4; Price 15 gp
The DC for saves is 18.
Type moderate; Level 8; Price 75 gp
The DC for saves is 24.
Type greater; Level 12; Price 350 gp
The DC for saves is 29.
Type major; Level 16; Price 1,600 gp
The DC for saves is 35.
Treasure Vault, page 52.
Item 4+
Usage held in 1 hand; Bulk 1
Category Staff
This staff is topped with carved animal and monster heads.
While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify animals.
Type animal staff; Level 4; Price 90 gp
Type greater animal staff; Level 8; Price 460 gp
Type major animal staff; Level 12; Price 1,900 gp
Craft Requirements Supply one casting of all listed levels of all listed spells.
Core Rulebook, page 592.
Item 4
Price 90 gp
Usage held in 1 hand; Bulk 1
Category Staff
This staff is topped with carved animal and monster heads.
While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify animals.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Animal StaffCore Rulebook, page 592.
Item 15
Usage held in 2 hands; Bulk 2
Category Held
Perception +26; precise vision 60 feet, imprecise hearing 30 feet
Communication telepathy (Common, and six other common languages)
Skills Arcana +30, Deception +27, Diplomacy +27, Occultism +30
Int +6, Wis +4, Cha +4
Will +26
The gunsmith that created this marvelous +2 greater striking spell-storing scattergun poured so much love and care into its creation that the weapon gained a spark of sentience. However, at first it was completely incapable of expressing itself. This led a seething frustration to grow within the weapon, as it yearned desperately to respond to Animate Dreamer the same love and affection that created it. Through decades of effort, it gained the ability to communicate empathically, then telepathically. Now, the weapon is capable of exerting its influence over other inanimate objects. Despite the weapon's progress, years of feeling helpless have given the animate dreamer a singular goal: to obtain and occupy a body of its own.
An animate dreamer is cunning, intelligent, and patient. It urges you to create a body for it and is willing to go to any lengths to see its goals come to fruition, including coercion, deception, and violence. An animate dreamer desires a permanent body but isn't picky about the body's form or the methods it has to use in order to gain it. Therefore, an animate dreamer is just as happy in a living body stolen from an innocent as it would be in an artificially constructed body, or even an undead corpse. If you refuse to work towards creating or obtaining a body for the animate dreamer, it will likely use its possession ability to try and take control of you and use your body to find a permanent replacement for itself.
Guns & Gears, page 161.
Item 17
Price 15,000 gp
Usage worn anklets; Bulk —
Category Apex
These gem-studded golden anklets give you a +3 item bonus to Acrobatics checks. When you invest the anklets, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score.
Core Rulebook, page 603.
Item 13
Price 2,800 gp
Usage held in 1 hand; Bulk 1
Category Held
This hefty spiked club is made from the fossilized tail-club of a young ankylosaurus. It can be wielded as a +2 greater striking morningstar.
While in this form, the ankylostar has Bulk 2 and requires two hands to wield. It can be returned to its morningstar form with another 1-action command.
Item 9
Price 600 gp
Usage held in 1 hand; Bulk L
Category Held
This waterskin coruscates with holy energy, causing it to slowly fill itself with special blessed water unique to the item. After using any of the activations, the waterskin is empty, but slowly refills itself. It becomes full enough to use again at the next dawn.
Secrets of Magic, page 179.
Item 4+
Access Kaetiarn have access to this item.
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
Carried by many Kaetiarn, this amber-colored, fragrant-smelling oil is meant to prevent those who fall in battle from rising as undead. Applying anointing oil to a corpse casts gentle repose on it. The effects last for 24 hours.
The oil is repugnant to the undead. An undead creature that touches a corpse treated with this oil is enfeebled 1 until the contact is broken or the oil's effect wears off.
Type anointing oil; Level 4; Price 18 gp
Type greater; Level 10; Price 180 gp
Applying the oil casts 5th-level gentle repose. The funerary rites of the Kaetiarn sometimes include using this type of oil on their dead if they are to be buried.
LOKL, page 88.
Item 4
Access Kaetiarn have access to this item.
Price 18 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
Carried by many Kaetiarn, this amber-colored, fragrant-smelling oil is meant to prevent those who fall in battle from rising as undead. Applying anointing oil to a corpse casts gentle repose on it. The effects last for 24 hours.
The oil is repugnant to the undead. An undead creature that touches a corpse treated with this oil is enfeebled 1 until the contact is broken or the oil's effect wears off.
Main Item: Anointing OilLOKL, page 88.
Item 2
Price 6 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
You can coat objects of 6 Bulk or less with anticorrosion oil. For 24 hours, the object takes half damage from acid and from all effects that specifically cause it to rust or corrode, such as contact with a rust monster's antennae.
Treasure Vault, page 86.
Item 1+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours.
Type lesser; Level 1; Price 3 gp
You gain a +2 item bonus.
Type moderate; Level 6; Price 35 gp
You gain a +3 item bonus.
Type greater; Level 10; Price 160 gp
You gain a +4 item bonus.
Type major; Level 14; Price 675 gp
You gain a +4 item bonus, and when you drink the antidote, you can immediately attempt a saving throw against one poison of 14th level or lower affecting you. If you succeed, the poison is neutralized.
Core Rulebook, page 546.
Rune 15
Price 6,500 gp
Usage etched onto armor
Category Rune
This intricate rune displaces spell energy, granting you a +1 status bonus to saving throws against magical effects.
Craft Requirements Supply one casting of dispel magic.
Core Rulebook, page 582.
Item 20
Price 13,000 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
This oil contains energy that repels nearly all types of magic.
When you apply this oil to armor, the creature wearing the armor becomes immune to all spells, effects of magic items (the wearer's and those of others), and effects with the magical trait for 1 minute. The oil affects neither the magic of the armor nor the fundamental runes of weapons attacking the wearer.
Magical effects from a source of 20th level or higher, such as a deity, still function on the armor's wearer.
Core Rulebook, page 561.
Item 1+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Antiplague can fortify the body's defenses against diseases.
Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression.
Type lesser; Level 1; Price 3 gp
You gain a +2 item bonus.
Type moderate; Level 6; Price 35 gp
You gain a +3 item bonus.
Type greater; Level 10; Price 160 gp
You gain a +4 item bonus.
Type major; Level 14; Price 675 gp
You gain a +4 item bonus, and when you drink the antiplague, you can immediately attempt a saving throw against one disease of 14th level or lower affecting you. If you succeed, you are cured of the disease.
Core Rulebook, page 546.
Item 6
Price 45 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
Prepared from brown mold, this liquid oscillates between rapidly absorbing and releasing heat from its victim. Each round the type of damage dealt by this poison changes, starting with cold, then fire, then cold, and so on. If the victim of this poison takes cold damage from a source other than the oil, reduce the save DC to 22 for 1 round. If the victim takes fire damage from a source other than the oil, increase the save DC to 25 for 1 round.
Saving Throw DC 24 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 cold or fire damage (1 round); Stage 2 3d6 cold or fire damage (1 round)
Treasure Vault, page 67.
Item 2
Price 6 gp
Usage held in 1 hand; Bulk L
Category Potion
This cloudy, white liquid helps protect against poisons.
When you drink an antivenom potion, you can immediately attempt a DC 10 flat check to end any persistent poison damage you're taking. In addition, for 1 minute after drinking the potion, you gain a +1 bonus to Fortitude saving throws to avoid taking persistent poison damage.
TiO, page 60.
Item 2
Price 7 gp
Ammunition arrow
Activate Interact
Category Consumable
Creation of these arrows was inspired by an encounter with a horned archon scout who sought to peacefully restrain their foes. When an activated antler arrow hits a target, bone antlers extend to pin it down. The target must succeed at a DC 16 Reflex save or become stuck to the surface, taking the critical specialization effects of a bow (Core Rulebook 284)
If the hit with the antler arrow is a critical hit and you have access to the bow critical specialization effect, the DC of the Athletics check increases to 15.
Advanced Player’s Guide, page 256.
Item 5
Price 25 gp
Usage affixed over an entrance
Category Consumable
This unassuming yellow paper, affixed above a door or gate, flickers in the light. Pick an alignment trait: chaotic, good, lawful, or evil. When a creature with the opposing alignment trait of the fulu (good for an evil fulu, and so on) passes through the entrance, it must succeed at a DC 17 Fortitude save or become sickened 2; regardless of whether they succeed, the creature becomes temporarily immune for 1 day.
Secrets of Magic, page 159.
Item 2
Price 25 gp
Usage worn gloves; Bulk L
Category Worn Item
This set of gloves translates whatever the wearer says into the signed version of that language by projecting a ghostly, translucent version of the wearer's hands in front of them. The apparition is a purely visual illusion used for communication, so it can't move on its own, nor can it hold or manipulate objects, or attack.
Treasure Vault, page 109.
Item 4+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This gummy liquid disproportionately lengthens your legs, causing you to grow but making your movement awkward. The effect is very noticeable unless your clothes can adequately conceal it.
Benefit You gain an item bonus to Athletics checks and you gain the listed status bonus to your Speed. In addition, you grow one size larger, but your larger size does not have any additional effects beyond the potential change in space.
Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves.
Type lesser; Level 4; Price 20 gp
The bonus to Athletics is +2, the bonus to Speed is +10 feet, and the duration is 1 minute.
Type moderate; Level 12; Price 400 gp
The bonus to Athletics is +3, the bonus to Speed is +15 feet, and the duration is 10 minutes.
Type greater; Level 18; Price 5,000 gp
The bonus to Athletics is +4, the bonus to Speed is +20 feet, and the duration is 1 hour.
LOL, page 86.
Item 16
Price 2,000 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This yellow fruit's soft flesh is covered by waxy, fibrous leaves reminiscent of a pineapple. When you eat an apricot of bestial might, you transform into a boar-faced battle form with scaly skin. You can use feats with this item as if it were a bestial mutagen, improving your tusk unarmed attack as if it were a claw or jaws attack.
Benefit You gain 8 resistance to all physical damage and gain a tusk unarmed attack with the deadly d12 trait that deals 1d10 piercing damage.
Drawback You become clumsy 1. If you perform an action with the auditory or linguistic traits, you must succeed at a DC 5 flat check or the action is lost.
Item 8
Price 1,500 gp
Bulk 20
Category Adventuring Gear
The aquarium lamp is a combination light source and exotic animal aquarium, intended to provide rich nobles amusement and illumination. It takes the shape of a glass cube 50 feet wide and seven feet high filled with sea water, flanked by two much smaller water tanks. A sparse brass frame around the device keeps the tanks themselves from touching the ground and serves as a mounting point for a pair of electrical coils on the top, which are enclosed within separate glass tubes. Six electric eels swim within the central tank, while a number of animals belonging to species considered to be the eels' natural prey swim in the smaller feeding tanks.
With the simple pull of a lever attached to either smaller tank, one of the prey animals is released into the eel tank.
Within seconds, the eels converge on the hapless animal, using their electrical charges to stun their victims. When this happens, the salty seawater conducts the electrical energy into transfer coils hidden within the brass frame, which send the energy to the top-mounted electrical coils. The end result produces enough light to fully illuminate a room as though it were midday.
This device is an expression of a recent trend among certain Khaigraiki nobles to blend form and function in their manors' interior decorations. In such circles, ostentatious decorations that serve no functional purpose are derided as "tacky" and "unrefined." If a noble in such company wishes not to be ridiculed, they must be sure that each decoration adds something to the room beyond the aesthetic. The aquarium lamp is the latest tool in this social arms race, and it's already proven popular with its target market.
When active, the aquarium lamp produces bright light in a 60-foot radius (and dim light for the next 60 feet). Each activation provides enough energy for 10 minutes of use, and the two feeding tanks combined carry enough prey animals for 50 activations before needing to be refilled, though electric eels usually need feeding only once per day, and won't go after the prey if they're all full. While electric eels are not aggressive to their aquarium keepers and will gradually learn to associate them with food, they can engage in violent social behavior, especially when they are young. This behavior leads to small fights involving tail slapping, biting, and discharged electricity, the last of which causes the lamp to illuminate without hitting the lever to release prey. The electric eels live around 15 years if kept well-fed.
Guns & Gears, page 84.
Item 7+
Usage worn armor; Bulk 1
Category Armor
This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage.
Type arachnid harness; Level 7; Price 360 gp; Craft Requirements The initial raw materials must include four intact legs from an ogre spider.
Type greater; Level 9; Price 700 gp; Craft Requirements The initial raw materials must include four intact legs from a goliath spider. The armor is +1 resilient leather armor, the resistance is 5, and the harness can be activated once every 10 minutes.
Treasure Vault, page 14.
Item 7
Price 360 gp
Usage worn armor; Bulk 1
Category Armor
This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage.
Craft Requirements The initial raw materials must include four intact legs from an ogre spider.
Main Item: Arachnid HarnessTreasure Vault, page 14.
Item 3
Price 7 gp
Usage affixed to armor; Bulk —
Activate envision; Trigger You attempt a Diplomacy check to Make an Impression.
Category Talisman
These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be activated to call upon the power of a specific type of aeon.
This coin has small wings like an arbiter, the messenger and diplomat aeon. When you activate the coin, you gain a +2 circumstance bonus on the Diplomacy check, which increases to a +3 circumstance bonus to Make an Impression on a lawful creature.
Main Item: Conrasu CoinDark Archive, page 154.
Item 12
Usage held in 1 hand; Bulk 1
Category Staff
Perception +25; precise vision (low-light) 60 feet, imprecise hearing 30 feet, imprecise tremorsense 30 feet (only when touching the ground)
Communication speech (Arboreal, Common, Sylvan; speak with plants)
Skills Diplomacy +22, Forest Lore +25, Nature +25
Int +4, Wis +6, Cha +4
Will +27
Rather than passing on when they feel their death approaching, a rare few elderly arboreals undergo a ritual of preservation. This rite fuses the arboreal's consciousness into a branch, allowing their spirit to live on within the object. The branch functions as a greater verdant staff, though the arboreal spirit allows only partners willing to safeguard nature to use the staff's spells. An arboreal who decides to become an arboreal staff is more connected to shorter-lived species than others of their kind. Most choose to endure to share their knowledge with future generations, but they take a long view in ways that can be frustrating to their wielders.
In addition to the activation and spells of a greater verdant staff, an arboreal staff can cast the spells it holds as if it were the staff's wielder, though it usually does so only to benefit a partner. The staff also has earthbind available as a 3rd-level spell.
Treasure Vault, page 193.
Item 6
Usage held in 2 hands; Bulk 2
Category Held
This walnut and brass +1 striking blunderbuss has a natural look, with wood worn smooth by time, but left knotted and gnarled. The handgrip beneath the flared muzzle is a wellpositioned bulging tree knot, and the long stock looks as if it was grown to fit you. On closer examination, the whorls and rings in the wood resemble eyes.
Arboreal's revenge is a haunted firearm constructed with wood hewn from a living arboreal, slaying the arboreal and trapping its spirit in the firearm. Perhaps a patient wielder could one day put the arboreal's spirit to rest, or at least come to terms with it, abating the drawbacks of the weapon while keeping its advantages.
When you first fire arboreal's revenge, the blunderbuss fuses with you, after which it's almost impossible to remove it from your possession with a remove curse or similar effect, like many cursed items. You gain weakness 5 to fire and the flat check for you to recover from persistent fire damage increases from 15 to 17, or from 10 to 12 if you receive appropriate help.
Whenever you wield arboreal's revenge, the arboreal spirit bound to the blunderbuss attempts to overtake you.
The wood handgrip sprouts roots which grow around your hand, binding both of your hands to the firearm. You gain a +4 circumstance bonus to your Reflex DC when defending against checks to Disarm you. However, you can't Release your grip on the blunderbuss until you forcibly tear off the roots, though they do allow you to move your hands enough (and only enough) to reload and fire the blunderbuss. Tearing off the roots takes 1 minute.
The arboreal haunting the firearm can use the following two effects whenever it wants, often using them at random.
You can coax it into performing them each intentionally once per day, with the following activations.
Guns & Gears, page 160.
Item 2
Price 30 gp
Usage held in 1 hand
Category Held
An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder, a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone.
LOWG, page 17.
Item 6
Price 240 gp
Bulk L
Category Grimoire
Typically created by wizards who are hobbyists or professional architects, an architect's pattern book allows the caster to customize certain spells that create magical structures or domiciles, adding recreational areas such as an indoor bathhouse, gaming room, swimming pool, or similar luxury.
Treasure Vault, page 110.
Item 18
Price 24,000 gp
Usage worn eyepiece
Category Apex
This strange contraption slides over your eyes, supernaturally sharpening your mind. While peering through it, you can feel some entity whispering to you, telling all sorts of things about the subject of your gaze. You gain a +3 item bonus to Occultism (though some entities might grant a bonus to a different skill, as determined by your GM). In addition, when you employ an exploration tactic other than Investigating, you also gain the benefits of Investigating unless you choose not to.
When you invest the spectacles, you either increase your Intelligence score by 2 or increase it to 18, whichever would give you the higher score. This gives you additional trained skills and languages, as normal for increasing your Intelligence score. You must select skills and languages the first time you invest the item, and whenever you invest the same archivist's gaze, you get the same skills and languages you chose the first time.
Secrets of Magic, page 179.
Item 10+
Usage tattoo
Category Tattoo
This tattoo takes the shape of the face of a roaring polar bear with piercing, ice-blue eyes. You don't take damage from extreme cold or severe cold (Core Rulebook 518).
Type arctic vigor; Level 10; Price 900 gp
Type greater arctic vigor; Level 15; Price 6,000 gp
The damage of your polar wind increases to 12d6, the range increases to 60 feet, and you can choose to increase the radius to 15 or 20 feet. While exposed to incredible cold, you only take minor cold damage every hour, instead of moderate cold damage every minute. You ignore the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to normal difficult terrain).
LOTGB, page 38.
Item 10
Price 900 gp
Usage tattoo
Category Tattoo
This tattoo takes the shape of the face of a roaring polar bear with piercing, ice-blue eyes. You don't take damage from extreme cold or severe cold (Core Rulebook 518).
LOTGB, page 38.
Item 9+
Usage worn armbands; Bulk L
Category Worn Item
Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when performing athletic exercises. While fastened to your upper arms, the armbands give you a +2 item bonus to Athletics checks. In addition, whenever you use an action to Climb or Swim and you succeed at the Athletics check, add a +5-foot item bonus to the distance you move.
Type armbands of athleticism; Level 9; Price 645 gp
Type greater armbands of athleticism; Level 17; Price 13,000 gp
The bonus to Athletics checks is +3, and the bonus to a successful check to Climb or Swim is +10 feet.
Core Rulebook, page 605.
Item 9
Price 645 gp
Usage worn armbands; Bulk L
Category Worn Item
Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when performing athletic exercises. While fastened to your upper arms, the armbands give you a +2 item bonus to Athletics checks. In addition, whenever you use an action to Climb or Swim and you succeed at the Athletics check, add a +5-foot item bonus to the distance you move.
Main Item: Armbands of AthleticismCore Rulebook, page 605.
Item 17
Price 15,000 gp
Usage worn armbands; Bulk L
Category Apex
Each of these shining, bluish-gray metal armbands is adorned with the plated visage of a gorgon's head. When targeted by a spell or effect with the incapacitation effect, you treat the result of your save as if it were one degree of success better, and the result of any check made to inflict such an effect on you as one degree of success worse (as if you were more than twice the level of the spell or effect targeting you). When you invest the armbands, you either increase your Constitution score by 2 or increase it to 18, whichever is higher.
Treasure Vault, page 102.