Items: A (Part 2 of 3)

60 items, from Alcohol to Armbands of the Gorgon.

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Part: 1 2 3

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

Alcohol

Item 0

alchemical consumable drug ingested poison 

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.

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Alicorn Lance

Item 5

uncommon evocation magical transmutation 

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.

Activate [>>] Interact (magical, necromancy); Frequency once per hour; Effect You evoke the spirit of the unicorn that donated the alicorn lance's horn, which you ride in a shining charge.

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.

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Aligned Oil

Item 9

consumable divine evocation oil 

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.

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Alignment Ampoule

Item 1+

uncommon alchemical bomb consumable 

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.

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Alluring Scarf

Item 8+

uncommon enchantment magical 

Usage held in 1 hand

Category Held

This thin, multicolored scarf shifts between hues in almost dizzying patterns.

Activate [>>] Interact (emotion, enchantment, mental, visual); Frequency once per day; Effect You Stride. All creatures within 10 feet of you when you started the Stride must attempt a DC 24 Will save. On a failure, a creature becomes fascinated and must spend at least one of its actions on its next turn to move toward you. A fascinated creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting hostile to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting hostile to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute.

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.

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Alluring Scarf

Item 8

uncommon enchantment magical 

Price 415 gp

Usage held in 1 hand

Category Held

This thin, multicolored scarf shifts between hues in almost dizzying patterns.

Activate [>>] Interact (emotion, enchantment, mental, visual); Frequency once per day; Effect You Stride. All creatures within 10 feet of you when you started the Stride must attempt a DC 24 Will save. On a failure, a creature becomes fascinated and must spend at least one of its actions on its next turn to move toward you. A fascinated creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting hostile to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting hostile to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute.
Main Item: Alluring Scarf

LOTGB, page 84.

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Alpaca

Item 0

Price 75 gp +

Category Pet

No entries found.

LOTG, page 103.

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Amaranth Bewitching Bloom

Item 15

enchantment invested magical tattoo 

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.

Activate [>>] envision; Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have.

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 Bloom

Treasure Vault, page 119.

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Amaranthine Pavise

Item 10

uncommon enchantment magical 

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.

Activate [>>] command; Frequency once per day; Effect Ziris's wrath descends upon your foes. The shield casts good divine wrath with a DC of 27.

LOTGB, page 30.

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Amazing Pop-Up Book

Item 11

uncommon grimoire illusion magical 

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.

Activate [F] envision (metamagic); Frequency once per day; Effect If your next action is to cast an illusion spell prepared from this grimoire that creates illusory terrain or creatures, such as hallucinatory terrain, you draw forth the pop-up scene. If a creature succeeds, but doesn't critically succeed, at a saving throw to disbelieve the illusion, then just as their mind recognizes the illusion, a startling—though obviously false—illusion pops up somewhere unexpected in their field of vision, visible to only them, dealing mental damage equal to the spell's level.

Treasure Vault, page 110.

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Ambrosia Of Undying Hope

Item 19

rare alchemical consumable elixir necromancy 

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.

Extinction Curse #6: The Apocalypse Prophet, page 74.

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Amnemonic Charm

Item 9

uncommon consumable divination magical talisman 

Price 140 gp

Usage affixed to armor; Bulk —

Activate [F] 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.

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Amphibious Chair

Item 9

magical transmutation 

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.

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Amulet of the Third Eye

Item 17

apex divination invested magical 

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.

Activate [>>] envision; Frequency once per day; Effect You cast true seeing.

Treasure Vault, page 102.

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Anarchic

Rune 11

chaotic evocation magical 

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.

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Anathema Fulu

Item 11

abjuration consumable fulu magical 

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.

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Ancestral Echoing

Rune 15

rare dwarf evocation magical ziafias 

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.

Age of Ashes #4: Fires of the Haunted City, page 73.

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Ancestral Embrace

Item 26

unique artifact divine invested necromancy 

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.

Activate [F] envision; Frequency once per day; Trigger You use an ancestry feat that has a limited number of uses per day; Effect You gain an additional use of the ancestry feat. If you do not use it before the next time you make your daily preparations, the use is lost.
Activate [F] envision; Trigger You begin casting a legend lore ritual to learn legends about your ancestry or about someone of your ancestry; Effect Ancestral Embrace reduces the casting time of this ritual to 1 hour, and you don't need secondary casters for this ritual.
Activate [>>] command, Interact; Frequency once per day; Effect The armor casts avatar, granting these specific additional abilities instead of those associated with a deity: Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee [>] spear (reach <15 feet>, thrown <50 feet>), Damage 6d6+6 piercing; Ranged [>] blowgun (range <120 feet>), Damage 1d6+3 piercing plus 5d6 poison. Destruction Ancestral Embrace crumbles if its wearer intentionally and knowingly kills or desecrates the remains of six generations of their family.

Strength of Thousands #6: Shadows of the Ancients, page 76.

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Ancestral Geometry

Item 2

uncommon abjuration invested magical tattoo 

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.

Activate [R] envision (fortune); Frequency once per day; Trigger You rolled a saving throw of the noted type; Effect Replace the roll with the d20 roll from your ancestor's visitation.

Treasure Vault, page 119.

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Anchor Feather Token

Item 7

conjuration consumable magical 

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 Token

Core Rulebook, page 570. Reprinted in BB.

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Anchor of Aquatic Exploration

Item 9

uncommon conjuration magical transmutation 

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.

Activate 1 minute (Interact); Frequency once per day; Requirements You're underwater; Effect You spend one minute digging the anchor into the seabed, after which the anchor casts a cozy cabin spell, summoning a sunken ship instead of a cabin. The sunken ship is filled with breathable air.

Treasure Vault, page 114.

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Anchor Spear

Item 13

uncommon magical transmutation 

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.

Activate [>] command; Effect The anchor spear extends into a +2 greater striking longspear or back to its original form as a +2 greater striking spear.
Activate [R] command; Frequency once per 10 minutes; Trigger You damage a creature using the anchor spear; Effect The spear embeds itself into the creature, and the spear's haft splits along the silver lines to become a series of hooks attached to a thin but strong cable. As long as the anchor spear remains embedded in the creature, any time the creature burrows or climbs, it treats normal terrain as difficult terrain and difficult terrain as greater difficult terrain. The creature can spend an Interact action to attempt a DC 32 Athletics check to remove the spearhead.Critical Success The anchor spear is removed, becomes broken, and falls to the ground in the creature's space.Success The anchor spear is removed, the creature takes 1d8 piercing damage, and the spear falls to the ground in a random space adjacent to the creature.Failure The anchor spear remains in place, and the creature takes 1d8 piercing damage.Critical Failure As failure, except the creature takes 2d8 piercing damage.

Extinction Curse #5: Lord of the Black Sands, page 75.

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Anchoring

Rune 10+

uncommon abjuration magical 

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.

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Anchoring

Rune 10

uncommon abjuration magical 

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: Anchoring

LOTGB, page 80.

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Animal Bed

Item 0

Price 1 sp

Category Animal Caretaking Adventuring Gear

No entries found.

LOTG, page 103.

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Animal Repellent

Item 1+

alchemical consumable olfactory 

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.

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Animal Staff

Item 4+

divination magical staff 

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.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

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.

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Animal Staff

Item 4

divination magical staff 

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.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Animal Staff

Core Rulebook, page 592.

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Animate Dreamer

Item 15

rare cn evocation intelligent occult 

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.

Activate [>>] command; Requirements The animate dreamer has a stored spell.; Effect The animate dreamer casts its stored spell at a target that meets the requirements. This empties the spell from the weapon and allows a spell to be cast into it again. The animate dreamer has a spell attack roll of +25 and a spell DC of 33 with the stored spell.
Activate [>>>] command; Effect The animate dreamer focuses on a single unattended inanimate object in an area it can see and exerts its will over the object, temporarily levitating it around. The animate dreamer casts mage hand as a 5th-level occult spell.
Activate [>>>] command; Frequency once per day; Effect The animate dreamer attempts to achieve its goal of occupying a body of its own and casts possession as a 7th-level spell with a spell DC of 33. The weapon still functions as a +2 greater striking spell-storing scattergun while this effect is active but loses all other special abilities until the spell expires and the animate dreamer's intellect returns to it.

Guns & Gears, page 161.

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Anklets of Alacrity

Item 17

apex invested magical transmutation 

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.

Activate [>] Interact; Frequency once per day; Effect You click the anklets together, gaining a +20-foot status bonus to all your Speeds and the effects of water walk for the next 10 minutes.

Core Rulebook, page 603.

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Ankylostar

Item 13

uncommon magical transmutation 

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.

Activate [>] command; Effect The ankylostar grows and transforms into a +2 greater striking greatclub, but it retains the versatile (piercing) trait of a 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.

Activate [>>] command, Interact; Frequency once per day; Requirements The ankylostar is in its greatclub form; Effect The ankylostar's length extends as you swing the club in a wide arc. You Strike up to three creatures in a 15-foot cone; this counts as one attack for the purpose of calculating your multiple attack penalty. Alternatively, you Shove up to three creatures in a 15-foot cone, rolling a separate Athletics check for each creature.

Extinction Curse #4: Siege of the Dinosaurs, page 75.

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Anointed Waterskin

Item 9

divine evocation good water 

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.

Activate [>>] command, Interact; Effect You throw the anointed waterskin up to 60 feet. The water explodes out of it, with the effects of holy cascade.
Activate [>] Interact; Requirements The anointed waterskin is full; Effect You drink the water within the waterskin, granting you the effects of bless. As normal with the spell, you can increase the radius with a single action with the concentrate trait.
Activate 1 minute (command, Interact); Requirements The anointed waterskin is full; Effect You decant the water, creating up to 10 vials of holy water. You must provide the vials.

Secrets of Magic, page 179.

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Anointing Oil

Item 4+

uncommon consumable magical necromancy oil 

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.

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Anointing Oil

Item 4

uncommon consumable magical necromancy oil 

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 Oil

LOKL, page 88.

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Anticorrosion Oil

Item 2

consumable magical oil transmutation 

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.

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Antidote

Item 1+

alchemical consumable elixir healing 

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.

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Antimagic

Rune 15

uncommon abjuration magical 

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.

Activate [R] command; Frequency once per day; Trigger A spell targets you or includes you in its area; Effect The armor attempts to counteract the triggering spell with the effect of a 7th-level dispel magic spell and a counteract modifier of +26.

Craft Requirements Supply one casting of dispel magic.

Core Rulebook, page 582.

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Antimagic Oil

Item 20

rare abjuration consumable magical oil 

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.

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Antiplague

Item 1+

alchemical consumable elixir healing 

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.

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Antipode Oil

Item 6

alchemical consumable injury poison virulent 

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.

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Antivenom Potion

Item 2

consumable magical necromancy potion 

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.

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Antler Arrow

Item 2

conjuration consumable magical 

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.

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Apotropaic Fulu

Item 5

abjuration consumable fulu magical 

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.

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Apparition Gloves

Item 2

illusion magical 

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.

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Applereed Mutagen

Item 4+

rare alchemical consumable elixir mutagen polymorph 

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.

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Apricot Of Bestial Might

Item 16

uncommon alchemical consumable elixir mutagen polymorph 

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.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 74.

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Aquarium Lamp

Item 8

uncommon electricity light 

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.

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Arachnid Harness

Item 7+

invested magical transmutation 

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.

Activate [>] command; Frequency once per day; Effect The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs free as you climb. If you use all your free limbs to help you Climb, your climb Speed equals your land Speed.

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.

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arachnid harness

Item 7

invested magical transmutation 

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.

Activate [>] command; Frequency once per day; Effect The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs free as you climb. If you use all your free limbs to help you Climb, your climb Speed equals your land Speed.

Craft Requirements The initial raw materials must include four intact legs from an ogre spider.

Main Item: Arachnid Harness

Treasure Vault, page 14.

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Arbiter Conrasu Coin

Item 3

uncommon consumable magical talisman 

Price 7 gp

Usage affixed to armor; Bulk —

Activate [F] 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 Coin

Dark Archive, page 154.

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Arboreal Staff

Item 12

rare divination intelligent primal staff 

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.

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Arboreal's Revenge

Item 6

rare cursed magical transmutation 

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.

Activate [F] command; Frequency once per day; Effect The arboreal haunting the blunderbuss attempts to regrow itself into a new physical body by sprouting from the bodies of all the creatures that the firearm recently harmed. You and all creatures within 60 feet damaged by arboreal's revenge within the last minute must attempt a DC 20 Fortitude saving throw. On a failure, they take a –10-foot circumstance penalty to their Speeds as roots rapidly sprout from their wounds, which lasts until they Escape (DC 20).
Activate [>>] command, Interact; Frequency once per day; Effect You cast barkskin from the blunderbuss as a 2ndlevel primal spell. However, the weakness to fire imposed by barkskin is cumulative with the weakness to fire imposed by this weapon's curse, for a total of weakness 8 to fire.

Guns & Gears, page 160.

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Archaic Wayfinder

Item 2

uncommon evocation invested magical 

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.

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Architect's Pattern Book

Item 6

uncommon conjuration grimoire magical 

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.

Activate [F] envision (metamagic); Frequency once per week; Effect If your next action is to cast a cozy cabin, magnificent mansion or resplendent mansion spell, you add a room to the structure that is up to 10 feet per side per level of the spell. This room is outfitted with all the accoutrements for a particular type of recreation, determined by you when you cast the spell. Any character who spends at least 1 hour using this recreational facility and then sleeps a full 8 hours inside the location created by the spell is exceptionally well-rested. They regain double the amount of Hit Points they would normally receive for an 8-hour rest, and when they make the next day's preparations, they gain a +1 circumstance bonus to Athletics checks and Will saves for the next 12 hours.

Treasure Vault, page 110.

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Archivist's Gaze

Item 18

apex divination invested magical 

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.

Activate [>>] command, Interact; Frequency once per hour; Effect Pushing the glasses up your nose and asking the entity for help, you cause the spectacles to cast either true seeing or a 3rd-level comprehend language on you. Because the entity tied to the spectacles chooses which one, the GM picks whichever spell is most immediately useful in your current situation (and chooses the most useful language each time the item casts comprehend language). The spell lasts for 1 minute.

Secrets of Magic, page 179.

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Arctic Vigor

Item 10+

uncommon cold evocation invested magical tattoo 

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).

Activate [>>] command; Frequency once per day; Effect You call forth a blast of polar wind in a 10-foot burst within a range of 30 feet that deals 7d6 cold damage. All creatures in the area must attempt a DC 27 basic Fortitude save.

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.

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Arctic Vigor

Item 10

uncommon cold evocation invested magical tattoo 

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).

Activate [>>] command; Frequency once per day; Effect You call forth a blast of polar wind in a 10-foot burst within a range of 30 feet that deals 7d6 cold damage. All creatures in the area must attempt a DC 27 basic Fortitude save.
Main Item: Arctic Vigor

LOTGB, page 38.

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Armbands of Athleticism

Item 9+

invested magical transmutation 

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.

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Armbands of Athleticism

Item 9

invested magical transmutation 

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 Athleticism

Core Rulebook, page 605.

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Armbands of the Gorgon

Item 17

apex invested magical transmutation 

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.

Activate [>] Interact; Frequency once per day; Effect You clap the bracers together and remove a single condition of your choice currently afflicting you. If the condition is permanent, it's instead suppressed for 1 hour.

Treasure Vault, page 102.

Open in the interactive list

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