Items: A (Part 3 of 3)

48 items, from Armor Latches to Azure Worm Repellent Cave Worm Repellent.

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Part: 1 2 3

Armor Latches · Armor of the Holy Warrior · Armor Potency · Armored Coat · Armored Skirt · Armory Bracelet · Aromatic Ammunition · Arquebus · Arrow · Arrow · Arrow · Arrow Attracting · Arrow-catching Shield · Arsenic · Arsonous · Artevil Suspension · Artificer Spectacles · Artisan's Tools · Artisan's Tools · Asp Coil · Assassin Vine Wine · Assassin Vine Wine · Assisting · Astringent Venom · Astrolabe · Atlatl · Auric Noodles · Aurifying Salts · Auspicious Scepter · Authorized · Autumn's Embrace · Avalanche Boots · Avalanche Of Stones Snare · Avaria Liativeirn Emblem · Average Handcuffs · Average Lock · Average Manacles · Avidais Liativeirn Emblem · Awakened Adamantine Shot · Awakened Cold Iron Shot · Awakened Metal Shot · Awakened Silver Shot · Axe Musket · Axe Of The Dwarven Lords · Axiomatic · Axolotl · Azure Briolette Aeon Stone · Azure Worm Repellent Cave Worm Repellent

Armor Latches

Item 1

adjustment 

Price 4 gp

Usage applied to armor; Bulk —

Category Adjustment

This armor is easily doffed. A set of armor with armor latches gains the noisy trait; you can't add latches to armor that already possesses the noisy trait. You can remove a set of armor with armor latches with a 3-action activity, which has the manipulate trait. This doesn't affect the time it takes to don the armor.

Treasure Vault, page 11.

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Armor of the Holy Warrior

Item 16

rare divine good invested magical necromancy 

Price 9,000 gp

Usage worn armor; Bulk 3

Category Armor

Based on the armors used by the holy warriors who served under General Zofalibouth in the Shining Crusade, this well-polished +2 greater resilient half plate is decorated with religious motifs and carved with sacred scripture.

While wearing armor of the holy warrior, your item bonus from the greater resilient rune increases from +2 to +3; if you upgrade to a major resilient rune, the item bonus instead increases from +3 to +4. An undead that critically fails an unarmed attack against you while you wear this armor takes 1d6 positive damage.

If you are evil, you're enfeebled 2 while wearing the armor. If you're undead, you also take 2d6 positive damage each round that you wear the armor.

Activate [>>>] command, envision, Interact; Frequency once per day; Effect The armor casts the three-action version of a 6th-level heal spell.

LOKL, page 88.

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Armor Potency

Rune 5+

abjuration magical 

Usage etched onto armor

Category Rune

Magic wards deflect attacks. Increase the armor's item bonus to AC by 1. The armor can be etched with one property rune.

You can upgrade the armor potency rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices.

Type +1 armor potency; Level 5; Price 160 gp; Craft Requirements You are an expert in Crafting.

Type +2 armor potency; Level 11; Price 1,060 gp; Craft Requirements You are a master in Crafting.

Increase the armor's item bonus to AC by 2, and the armor can be etched with two property runes.

Type +3 armor potency; Level 18; Price 20,560 gp; Craft Requirements You are legendary in Crafting.

Increase the armor's item bonus to AC by 3, and the armor can be etched with three property runes.

Core Rulebook, page 581.

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Armored Coat

Item

comfort flexible 

Price 20 gp

Bulk 2

AC Bonus +2; Dex Cap +2

Strength 14; Check Penalty –1; Speed Penalty —

Category Light Armor; Group Leather

A custom, lightweight mail is fitted within the lining of a coat or similar apparel, physically hiding the armor while maintaining the wearer's fashion. While not nearly as protective as heavier armors, the armored coat allows the wearer to blend in more aesthetically during civilian functions. Like other suits of armor, the armored coat is custom-fitted to an individual's body type, ensuring comfort without sacrificing its defensive capabilities.

LOKL, page 86.

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Armored Skirt

Item 0

Price 20 sp

Bulk 1

Category Adventuring Gear

These armor-plated skirts, which are also known as armored kilts, are favored by Kaetiarn for their versatility and aesthetic appeal. An armored skirt can be donned with 2 Interact actions when it's worn with light or medium armor, or as part of donning heavy armor.

When worn with a breastplate, chain shirt, chain mail, or scale mail, an armored skirt increases the armor's item bonus to AC by 1, worsens the armor's check penalty by 1, reduces the armor's Dex cap by 1, increases the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, and adds the noisy trait. This also makes the armor one step heavier (from light to medium, or medium to heavy), and you use the proficiency bonus appropriate to this adjusted armor type.

Alternatively, when wearing an armored skirt to replace appropriate portions of a set of half plate or full plate, reduce the armor's item bonus to AC by 1, lessen the check penalty by 1, decrease the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, increase the armor's Dex cap by 1, and add the noisy trait to the armor. An armored skirt grants no benefit when worn by itself or with armors other than those listed here.

LOCG, page 91.

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Armory Bracelet

Item 3+

conjuration invested magical 

Usage worn; Bulk —

Category Worn Item

Several small charms shaped like weapons hang from an armory bracelet, which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms.

Activate [>>] envision, Interact; Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold.

Type minor armory bracelet; Level 3; Price 50 gp

Type lesser armory bracelet; Level 5; Price 150 gp

The weapon reverts to a +1 weapon instead of a normal weapon.

Type moderate armory bracelet; Level 8; Price 450 gp

The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward.

Type greater armory bracelet; Level 11; Price 1,350 gp

The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward.

Type major armory bracelet; Level 15; Price 6,000 gp

The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.

Treasure Vault, page 153.

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Aromatic Ammunition

Item 2

alchemical consumable 

Price 5 gp

Ammunition any

Activate [>] Interact

Category Consumable

The components of this ammunition emit a strong smell when combined during its activation. A creature hit by an activated aromatic ammunition gains a distinct odor for up to 1 hour or until the scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). Any creatures within 30 feet smell the target, allowing even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which they can detect the target using their scent compared to the normal range of their scent.

Guns & Gears, page 168.

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Arquebus

Item

uncommon concussive fatal d12 kickback 

Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth

Price 10 gp

Bulk 2

Damage 1d8 piercing

Ammunition rounds; Range 150 ft.; Reload 1

Hands 2

Category Martial Ranged Weapon; Group Firearm

This is a long rifle that offers more range than the average firearm, though the long barrel and ferocious kickback make the weapon particularly unsteady unless a tripod or other stand is used to stabilize it. The arquebus is one of the most commonly used long guns among the soldiers of Zouzeikod and Tobraid.

Guns & Gears, page 151.

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Arrow

Bulk L

Category Ammunition

These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other.

Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves.

Type 5-pack; Price 1 sp (price for 5)

Type 10-pack; Price 1 sp (price for 10)

Core Rulebook, page 282.

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Arrow

Item

Price 1 sp (price for 5)

Bulk L

Category Ammunition

These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other.

Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves.

Main Item: Arrow

Core Rulebook, page 282.

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Arrow

Item

Price 1 sp (price for 10)

Bulk L

Category Ammunition

These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other.

Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves.

Main Item: Arrow

Core Rulebook, page 282.

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Arrow Attracting

Item 8

rare abjuration cursed magical 

Usage curses armor or shield

Category Curse

An item affected by an arrow attracting curse protects you normally, but it draws ranged attacks like a magnet. Whenever a creature within 120 feet misses with a ranged attack, it must immediately reroll the attack against your AC, affecting you depending on the result of the new attack roll. The arrow attraction curse activates only if you could have been a legitimate target. Creatures that intentionally attempt to miss a ranged attack do not activate an arrow attraction curse. Once the curse has activated for the first time, the item fuses to you.

Gamemastery Guide, page 92.

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Arrow-catching Shield

Item 11

abjuration magical 

Price 1,350 gp

Usage held in 1 hand; Bulk 1

Category Shield; Group Shield

This remarkable wooden shield (Hardness 10, HP 60, BT 30) is carved with images of overlapping fletched arrows.

Activate [R] Interact; Frequency once per minute; Trigger A ranged weapon Strike targets a creature within 15 feet of you when you have this shield raised, and the attacker has not yet rolled their attack; Effect The triggering Strike targets you instead of its normal target.

If it hits, you gain the effects of the Shield Block reaction.

Core Rulebook, page 587.

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Arsenic

Item 1

alchemical consumable ingested poison 

Price 3 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

This toxin is a compound of arsenic and other substances. You can't reduce your sickened condition while affected.

Saving Throw DC 18 Fortitude; Onset 10 minutes; Maximum Duration 5 minutes; Stage 1 1d4 poison damage and sickened 1 (1 minute); Stage 2 1d6 poison damage and sickened 2 (1 minute); Stage 3 2d6 poison damage and sickened 3 (1 minute)

Core Rulebook, page 550.

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Arsonous

Item 7

rare cursed evocation fire magical 

Usage curses a ring, staff, or wand

Category Curse

An arsonous curse creates flaws in the mystic pathways that channel magic through an item, allowing excess power to escape as sparks. Whenever you activate the magic item, a random ally within 30 feet takes 1d10 persistent fire damage. If no ally is in range, you take the damage instead. At the GM's discretion, this curse might ignite an unattended object or the surrounding environment instead.

Gamemastery Guide, page 92.

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Artevil Suspension

Item 3

alchemical consumable 

Price 11 gp

Usage held in 1 hand; Bulk L

Activate Treat Poison

Category Plant

This dried herb is known for its ability to draw toxins from the body, albeit violently. You can administer the suspension orally, Activating the item as part of the same activity you use to Treat Poison. If you succeed at your Medicine check to Treat Poison against an ingested poison, you can reduce the stage of the toxin by one stage, though this can't reduce the stage below stage 1 or cure the poison entirely. If you do, the creature becomes sickened 2 as its body purges the toxin. An artevil suspension doesn't work unless the poison was administered through ingestion; for instance, if a poison can be administered through either ingestion or injury and was administered through injury, the suspension won't work.

LOTG, page 101.

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Artificer Spectacles

Item 17

apex divination invested magical 

Price 15,000 gp

Usage worn eyeglasses; Bulk —

Category Apex

These seemingly ordinary rectangular eyeglasses feature clear lenses framed in copper. When invested and worn, they rest perfectly on the bridge of the nose and can only be removed by the wearer. You gain a +3 item bonus to Crafting checks and any skill check made to Identify Magic.

When you invest the spectacles, you either increase your Intelligence score by 2 or increase it to 18, whichever is higher. You must select the skills and languages the first time you invest the item, and whenever you invest the same artificer spectacles, you get the same skills and languages you chose the first time.

Activate [>>] Interact; Frequency once per hour; Effect You cast a 3rd-level mending spell on an item you touch.

Treasure Vault, page 102.

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Artisan's Tools

Item

Price 4 gp

Bulk 2

Hands 1 or 2*

Category Adventuring Gear

You need these tools to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. If you wear your artisan's tools, you can draw and replace them as part of the action that uses them.

*You can use the set of tools with one hand if you are wearing it.

Type Base

Type Sterling; Level 3; Price 50 gp

Sterling artisan's tools give you a +1 item bonus to the check.

Core Rulebook, page 288.

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Artisan's Tools

Item

Price 4 gp

Bulk 2

Hands 1 or 2*

Category Adventuring Gear

You need these tools to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. If you wear your artisan's tools, you can draw and replace them as part of the action that uses them.

*You can use the set of tools with one hand if you are wearing it.

Main Item: Artisan's Tools

Core Rulebook, page 288.

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Asp Coil

Item

uncommon reach versatile p 

Price 10 gp

Bulk 1

Damage 1d6 slashing

Hands 1

Category Martial Melee Weapon; Group Sword

The asp coil, named both for its slithering striking style and its usage among Theiveith Consortium agents, has two forms. In sword form, it resembles an elegant, oddly balanced sword. However, with a twist of the pommel, the blade splits into a series of segments connected by elaborate metal cables. Agents of the Theiveith Consortium have access to this weapon.

LOTGB, page 107.

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Assassin Vine Wine

Item 9+

alchemical consumable elixir 

Price 130 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Crafting wine from assassin vine berries is a dangerous process, but the resulting ruby-red drink is rich and heady. Alchemical reagents added during fermentation concentrate the vine's connection to its environment and impart them onto the imbiber. For 1 minute after drinking a glass of assassin vine wine, you have tremorsense at a range of 30 feet.

Type assassin vine wine; Level 9; Price 130 gp

Type aged assassin vine wine; Level 12; Price 350 gp

Assassin vine wine that has been aged for several years—or artificially aged with alchemy—develops both a greater complexity of flavor and a stronger connection to an assassin vine's bond with nature. When you drink the wine, vegetation in a 20-foot emanation around you begins to writhe, becoming difficult terrain until the start of your next turn.

Treasure Vault, page 47.

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Assassin Vine Wine

Item 9

alchemical consumable elixir 

Price 130 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Crafting wine from assassin vine berries is a dangerous process, but the resulting ruby-red drink is rich and heady. Alchemical reagents added during fermentation concentrate the vine's connection to its environment and impart them onto the imbiber. For 1 minute after drinking a glass of assassin vine wine, you have tremorsense at a range of 30 feet.

Main Item: Assassin Vine Wine

Treasure Vault, page 47.

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Assisting

Rune 5

magical transmutation 

Price 125 gp

Usage etched onto armor

Category Rune

Your armor provides support for your joints or advanced prostheses for missing limbs, holding your body in place and easing physical symptoms. This replicates the benefits of any number of splints, supports, and prostheses (Grand Bazaar 68–69). When you invest the armor, you determine how many such supports you want, and where on your body they assist you.

In addition, the extra support and structure provided by the armor allows you to transport more than you would otherwise normally be able to. You can carry Bulk equal to 6 + your Strength modifier before becoming encumbered, and you can hold and carry a total Bulk of up to 11 + your Strength modifier.

Treasure Vault, page 12.

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Astringent Venom

Item 12

alchemical consumable contact poison virulent 

Price 350 gp

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Poison

This oily, dark-purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim's blood flow to their extremities and turn their lungs into a soft jelly. A victim of astringent venom is recognizable by the frostbite-like hue of their hands as they loose circulation to their extremities, making it difficult for them to hold things. Each round at the beginning of their turn, a creature affected by astringent venom must succeed at a flat

DC 5 check or drop one random item they're holding. Saving Throw DC 32 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 6d6 poison damage (1 round); Stage 2 8d6 poison damage (1 round); Stage 3 10d6 poison damage and confused (1 round)

Treasure Vault, page 67.

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Astrolabe

Item 2+

uncommon 

Usage held in 2 hands; Bulk L

Category Held

Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival. By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus on checks to identify celestial bodies. A standard astrolabe only functions on steady ground.

Type standard astrolabe; Level 2; Price 30 gp

Type traefibroum's astrolabe; Level 3; Price 50 gp

A traefibroum's astrolabe contains additional stabilizers that make it suitable for use on moving surfaces, such as the deck of a ship.

LOPSG, page 35.

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Atlatl

Item

propulsive 

Price 2 sp

Bulk 1

Damage 1d6 piercing

Range 60 ft.; Reload 1

Hands 1

Category Simple Ranged Weapon; Group Dart

Atlatls are long, narrow pieces of shaped wood or antler used as levers to hurl darts faster and farther than would otherwise be possible. An atlatl uses darts as ammunition.

Treasure Vault, page 30.

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Auric Noodles

Item 3

alchemical consumable processed 

Price 10 gp

Usage held in 2 hands; Bulk L

Activate 10 minutes Interact

Category Consumable

Auric noodles are boiled, then pan-fried and tossed with sliced vegetables and a sticky, savory sauce incorporating alchemical reagents. After you eat the noodles, they boost your ability to sense magic for 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to checks to Identify Magic, and you can move at full speed while using the Detect Magic exploration activity.

Treasure Vault, page 47.

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Aurifying Salts

Item 3

uncommon alchemical consumable 

Price 12 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

You can apply this pale eggshell powder to one outfit, one object of up to Medium size, or up to 10 smaller objects in the same space, such as jewelry, to make them appear gilded for 1 hour. If used as part of Making an Impression on an audience swayed by expensive clothing, it makes most clothing or jewelry seem to be worth 10 times as much as they really are. Only someone who closely inspects an affected item notices it's not real gold. If you apply the salts to an object made of metal, the metal softens like gold, reducing its Hardness by 4 (to a minimum of Hardness 10) for 1 hour.

AoE1, page 80.

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Auspicious Scepter

Item 5

divination magical 

Price 150 gp

Usage held in 1 hand; Bulk 1

Category Held

This imperious +1 striking mace has a glowing orb in the shape of an eye set in its flanged head. When you succeed at a check to Recall Knowledge about a creature after you've dealt it damage with the auspicious scepter, you learn one of its resistances in addition to any other information.

Activate [F] command (divination, magical); Frequency once per 10 minutes; Trigger You Cast a divination spell; Effect The next attack by a creature who was targeted by the triggering divination spell bypasses an amount of resistance equal to the spell's level. If the triggering spell targeted an enemy, this benefit instead applies to the next attack against that enemy, regardless of who makes it.

This benefit is lost if it isn't used by the end of your next turn. If more than one type of resistance would apply against the attack, the attack bypasses only one—whichever would result in the highest amount of damage getting through, as determined by the GM.

Secrets of Magic, page 179.

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Authorized

Rune 3

abjuration magical 

Price 50 gp

Usage etched onto a weapon

Category Rune

Sharp needles impale anyone who attempts to wield this weapon other than its rightful owner. Each authorized rune is etched with the blood of a specific creature. If any other creature wields the weapon, needles immediately erupt from the weapon's hilt or shaft, dealing 1d8 piercing damage plus 1d4 persistent bleed damage to the wielder. If the weapon has a striking rune, this damage increases to 1d8 per damage die and 1d4 persistent damage per damage die; this counts only the weapon's base die and dice from the striking rune.

The persistent bleed damage can't end while the creature still holds the weapon. The spikes retract once the creature lets go.

When the rune is crafted, the crafter can choose to broaden the criteria for who can safely wield the item, expanding the users to creatures with a particular alignment, bloodline, or patron deity, as the crafter chooses. This criterion must be shared by the creature who contributed the blood for the rune.

Treasure Vault, page 32.

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Autumn's Embrace

Item 12

conjuration invested magical 

Price 2,000 gp

Usage worn armor; Bulk 1

Category Armor

Woven by fey seamstresses as rewards for servants of nature, countless leaves continually changing colors in autumnal hues comprise autumn's embrace, a suit of +2 invisibility resilient leaf weave. Leaves shed from the armor as they might fall in autumn. When activating the armor's invisibility property rune, you disappear in a swirl of colorful leaves.

Activate [>>] command, envision (aura); Frequency once per day; Effect You call forth a storm of leaves from autumn's embrace. These leaves swirl in a 20-foot emanation for 1 minute. Creatures within the area are concealed, and creatures outside the area are concealed to creatures within the leaves. However, you can see through this concealment. You can Dismiss the activation.

Treasure Vault, page 14.

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Avalanche Boots

Item 17

apex invested magical transmutation 

Price 15,000 gp

Usage worn boots; Bulk 1

Category Apex

While the insides of these boots are comfortable, fur-lined leather, the outsides are a jumble of slate plates, giving the impression of a rockslide. You gain a +3 item bonus to Athletics checks and a +2 circumstance bonus to Force Open and Shove.

When you invest the boots, you either increase your Strength score by 2 or increase it to 18, whichever is higher.

Activate [F] envision; Frequency once per hour; Trigger You succeed or critically succeed with a Shove; Effect If the Shove was a success, you push your opponent up to 10 feet instead of 5 feet. If the Shove was a critical success, you push your opponent up to 20 feet, and you can then choose to knock them prone.

Treasure Vault, page 102.

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Avalanche Of Stones Snare

Snare 18

uncommon consumable mechanical snare trap 

Price 3,750 gp

Category Snare

When a creature enters the snare's square, the snare releases countless stones to batter the creature, dealing 22d8 bludgeoning damage (DC 40 basic Reflex).

LOTGB, page 42.

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Avaria Liativeirn Emblem

Item 3

invested magical tattoo 

Price 60 gp

Usage tattooed on the body; Bulk —

Category Tattoo

These tattoos are created using designs and techniques from Liativeirn culture. Such tattoos often depict the Liativeirn rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Liativeirn iconography.

The tattoo allows you to understand and speak Liativeirn. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Liativeirn to someone who understands it.

Each description lists the school of each Liativeirn emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Virokral magic that was once so prevalent in Geifu, these tattoos lack a symbol of divination.

Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell.

This rune of transmutation can cast longstrider.

Main Item: Liativeirn Emblem

Treasure Vault, page 123.

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Average Handcuffs

Item 3

uncommon 

Price 30 gp

Usage held in 1 hand; Bulk L

Category Held

Developed in Shoumeistai and rarely used except by police forces in major cities due to their significant cost, handcuffs possess a ratcheting lock system in each cuff that allows them to be quickly cinched down on a captive's limbs, even if they're actively resisting.

To apply handcuffs, you must first grab or restrain your opponent, then attempt an Athletics check against the opponent's Fortitude DC. On a success, you lock one of the cuffs around your opponent's wrist. You can lock the other cuff to yourself or a stationary object within reach as an Interact action; to lock it to another creature (either the same opponent you just cuffed or a separate creature altogether), you must first grab or restrain that creature, as before, and then make an Athletics check against its Fortitude DC. The DC to make the Athletics check against your own wrist is 5, or 10 for an unattended object.

If you bind a creature to itself, it takes the same penalties as those imposed by manacles (Core Rulebook 290). If you bind a creature to another creature (including yourself), the two creatures are locked together and must remain in adjacent spaces, and both creatures gain the clumsy 1 condition as long as they are handcuffed. If you lock a creature to an immobile object, such as a bar or tree, the creature is immobilized. (For creatures with an unusual physiology such as more or fewer limbs, the GM determines what effects handcuffs have, if any.) Handcuffs are unlocked via a key and are easier to slip out of than ordinary manacles. The chain between handcuffs can be Broken Open with a single Athletics check.

Escaping requires two successful DC 27 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 30.

Main Item: Handcuffs

AoE1, page 77.

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Average Lock

Item 3

Price 15 gp

Bulk —

Hands 2

Category Adventuring Gear

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

Main Item: Lock

Core Rulebook, page 288.

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Average Manacles

Item 3

Price 20 gp

Bulk —

Hands 2

Category Adventuring Gear

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

Main Item: Manacles

Core Rulebook, page 288.

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Avidais Liativeirn Emblem

Item 3

invested magical tattoo 

Price 60 gp

Usage tattooed on the body; Bulk —

Category Tattoo

These tattoos are created using designs and techniques from Liativeirn culture. Such tattoos often depict the Liativeirn rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Liativeirn iconography.

The tattoo allows you to understand and speak Liativeirn. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Liativeirn to someone who understands it.

Each description lists the school of each Liativeirn emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Virokral magic that was once so prevalent in Geifu, these tattoos lack a symbol of divination.

Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell.

This rune of abjuration can cast pass without trace.

Main Item: Liativeirn Emblem

Treasure Vault, page 123.

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Awakened Adamantine Shot

Item 18

uncommon consumable evocation magical 

Price 3,500 gp

Ammunition round

Activate [>] Interact

Category Consumable

These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal's true potential.

The shot is a high-grade adamantine bullet. The awakened adamantine breaks through any resistance. The shot ignores the first 20 resistance a creature has to physical damage, all damage, or piercing or bludgeoning damage. Against a golem or creature who already has a resistance bypassed by adamantine, or a weakness to adamantine, the shot shatters the target's defenses, causing them to become flat-footed for 1 minute instead. Because adamantine is uncommon, this version of awakened metal shot is uncommon even for gunslingers or other characters with access to uncommon guns and bullets from this book.

Main Item: Awakened Metal Shot

Guns & Gears, page 168.

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Awakened Cold Iron Shot

Item 17

uncommon consumable evocation magical 

Price 2,300 gp

Ammunition round

Activate [>] Interact

Category Consumable

These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal's true potential.

The shot is a high-grade cold iron bullet. The awakened cold iron attempts to disrupt enchantments the target placed on others' minds. You can name a creature you believe to be enchanted by your target or allow the shot to choose an enchanted creature randomly. On a hit, the shot attempts to counteract the enchantment the target is using to manipulate that creature's mind. The counteract level is 9, and the counteract modifier is +27. If you fail (but don't critically fail) the counteract check against a demon or fey, you get a success instead. If you hit a demon or fey with no active enchantment effects on other creatures, the target is stupefied 1 for 1 minute instead.

Main Item: Awakened Metal Shot

Guns & Gears, page 168.

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Awakened Metal Shot

Item 17+

uncommon consumable evocation magical 

Ammunition round

Activate [>] Interact

Category Consumable

These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal's true potential. Each version has a different special effect.

Type awakened adamantine shot; Level 18; Price 3,500 gp

The shot is a high-grade adamantine bullet. The awakened adamantine breaks through any resistance. The shot ignores the first 20 resistance a creature has to physical damage, all damage, or piercing or bludgeoning damage. Against a golem or creature who already has a resistance bypassed by adamantine, or a weakness to adamantine, the shot shatters the target's defenses, causing them to become flat-footed for 1 minute instead. Because adamantine is uncommon, this version of awakened metal shot is uncommon even for gunslingers or other characters with access to uncommon guns and bullets from this book.

Type awakened cold iron shot; Level 17; Price 2,300 gp

The shot is a high-grade cold iron bullet. The awakened cold iron attempts to disrupt enchantments the target placed on others' minds. You can name a creature you believe to be enchanted by your target or allow the shot to choose an enchanted creature randomly. On a hit, the shot attempts to counteract the enchantment the target is using to manipulate that creature's mind. The counteract level is 9, and the counteract modifier is +27. If you fail (but don't critically fail) the counteract check against a demon or fey, you get a success instead. If you hit a demon or fey with no active enchantment effects on other creatures, the target is stupefied 1 for 1 minute instead.

Type awakened silver shot; Level 17; Price 2,300 gp

The shot is a high-grade silver bullet. The awakened silver gleams with altered celestial moonlight designed to weaken and expose devils and werecreatures. On a hit, it attempts to counteract any polymorph effect on the target. The counteract level is 9, and the counteract modifier is +27. If you fail (but don't critically fail) the counteract check against a devil or a werecreature, you get a success instead. If you counteracted the Change Shape ability, the creature can't use that ability again for 1 round, or 1 minute on a critical success. If you hit a devil or werecreature not under a polymorph effect, the target is enfeebled 1 for 1 minute instead.

Guns & Gears, page 168.

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Awakened Silver Shot

Item 17

uncommon consumable evocation magical 

Price 2,300 gp

Ammunition round

Activate [>] Interact

Category Consumable

These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal's true potential.

The shot is a high-grade silver bullet. The awakened silver gleams with altered celestial moonlight designed to weaken and expose devils and werecreatures. On a hit, it attempts to counteract any polymorph effect on the target. The counteract level is 9, and the counteract modifier is +27. If you fail (but don't critically fail) the counteract check against a devil or a werecreature, you get a success instead. If you counteracted the Change Shape ability, the creature can't use that ability again for 1 round, or 1 minute on a critical success. If you hit a devil or werecreature not under a polymorph effect, the target is enfeebled 1 for 1 minute instead.

Main Item: Awakened Metal Shot

Guns & Gears, page 168.

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Axe Musket

Item 1

uncommon combination 

Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth

Price 10 gp

Bulk 2

Ranged

Traits concussive, fatal d10

Damage 1d6 piercing

Ammunition round; Range 40 ft.; Reload 1

Group Firearm

Melee

Traits critical fusion, sweep

Damage 1d8 slashing

Group Axe

Hands 2

Category Martial Ranged Weapon

This item, favored by firearms-using dwarves and barbarians, takes the form of a sturdy musket with an axeblade attached near the muzzle.

Guns & Gears, page 158.

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Axe Of The Dwarven Lords

Item 26

unique artifact conjuration magical transmutation 

Usage held in 2 hands; Bulk 3

Category Artifact

The blade of this +4 major striking keen returning speed Dwarven War Axe is carved with an intricate design depicting countless generations of great dwarven warriors and leaders.

The axe has the thrown 30 feet weapon trait, in addition to the normal weapon traits for a dwarven waraxe. Strikes with the axe deal an additional 1d6 damage to orcs. While the axe is in your possession, you gain a +4 item bonus when Crafting armor, jewelry, metalworking, stonemasonry, snares, traps, and weapons. If you are a dwarf, you gain greater darkvision while holding the axe. If you are not a dwarf, you are stupefied 4 while holding the axe, and if you are an orc, you are also drained 4 and enfeebled 4 while holding it.

Activate [>>>] envision, Interact; Effect The axe casts a 10th-level summon elemental spell to conjure an elite elemental avalanche. The spell is automatically sustained, requiring no action on your part but still allowing you to command the elemental on each of your turns. You can Dismiss the Spell.

Destruction If an orc beheads a dwarven king with the Axe of the Dwarven Lords, the axe rusts away to nothing.

Gamemastery Guide, page 106.

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Axiomatic

Rune 11

evocation lawful magical 

Price 1,400 gp

Usage etched onto a weapon without an anarchic rune

Category Rune

Complex and symmetrical, an axiomatic rune imbues a weapon with lawful energy. A weapon with this rune deals an additional 1d6 lawful damage against chaotic targets. If you are chaotic, you are enfeebled 2 while carrying or wielding this weapon.

When you critically succeed at an attack roll with this weapon against a chaotic creature, instead of rolling, count each weapon damage die as average damage rounded up (3 for d4, 4 for d6, 5 for d8, 6 for d10, 7 for d12).

Craft Requirements You are lawful.

Core Rulebook, page 583.

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Axolotl

Item 0

Price 40 gp

Category Pet

No entries found.

LOTG, page 103.

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Azure Briolette Aeon Stone

Item 4

uncommon invested magical transmutation 

Price 85 gp

Usage worn; Bulk —

Category Worn Item

Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.

When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body.

You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again.

There are various types of aeon stones, each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder.

This aeon stone must be activated to provide a benefit.

Activate [R] envision; Trigger An enemy fails its save against a mental spell you cast using one of your spell slots; Effect You gain temporary Hit Points equal to twice the spell's level until your next turn.

The resonant power grants a separate activation.

Activate [>>] command, Interact; Frequency once per day; Effect You gain the effect of a chill touch arcane cantrip.

Main Item: Aeon Stone

LOPSG, page 121. Expanded in LOPSG, LOWG.

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Azure Worm Repellent Cave Worm Repellent

Item 15

uncommon alchemical consumable 

Price 1,100 gp

Usage held in 1 hand; Bulk L

Category Consumable

Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-footradius area. In either case, after it is applied, it lasts for 24 hours or until it is scrubbed clean with 1 minute of work.

When applied to a creature, the repellent causes cave worms of the indicated type to avoid attacking that creature in melee as long as they have something else nearby to attack. The repellent does not deter a cave worm from making ranged attacks against a coated target. If no creatures are within a cave worm's reach and it wants to approach and make a melee attack, it approaches and attacks a non-coated creature if it can without spending more actions to do so.

If the coated creature is swallowed by the designated type of cave worm, the cave worm must succeed at a Fortitude save or involuntarily regurgitate the swallowed creature on the next round (a single action)

When sprinkled around an area, cave worm repellent negates any chance of a random encounter with the particular type of cave worm in that area, as the creatures purposefully avoid the affected area.

Other types of repellent that function similarly to this one might exist at the GM's discretion. Uncommon or rare creatures are typically much harder to repel, and repellent against them might necessitate harvesting ingredients from the creatures themselves (such as the creature's liver or a certain gland).

Craft Requirements The initial raw ingredients must include an azure worm's scale.

Main Item: Cave Worm Repellent

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

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