Items: A (Part 1 of 3)

60 items, from Ablative Armor Plating to Alchemist's Tools.

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Part: 1 2 3

Ablative Armor Plating · Ablative Shield Plating · Abysium · Abysium Armor · Abysium Chunk · Abysium Ingot · Abysium Powder · Abysium Shield · Abysium Weapon · Accompaniment Cloak · Accursed Staff · Accursed Staff · Acid Flask · Acid Spitter · Acrobat's Staff · Adamantine · Adamantine Armor · Adamantine Chunk · Adamantine Ingot · Adamantine Shield · Adamantine Weapon · Adaptive Cogwheel · Addiction Suppressant · Addiction Suppressant · Addlebrain · Admonishing Band · Adult Dragon's Breath Potion · Adult Faerie Dragon Liqueur · Advancing · Advancing · Adventurer's Pack · Adze · Aeon Stone · Aeon Stone (Clear Quartz Octagon) · Aether Appendage · Aether Marbles · Agate Ellipsoid Aeon Stone · Aged Assassin Vine Wine · Aim-Aiding · Air Bladder · Air Cartridge Firing System · Air Elemental Wayfinder · Air Repeater · Aklys · Alarm Snare · Alchemical Atomizer · Alchemical Chart · Alchemical Crossbow · Alchemical Fuse · Alchemical Gauntlet · Alchemical Springald · Alchemist Goggles · Alchemist Goggles · Alchemist's Damper · Alchemist's Fire · Alchemist's Flamethrower · Alchemist's Haversack · Alchemist's Lab · Alchemist's Lab · Alchemist's Tools

Ablative Armor Plating

Item 1+

uncommon consumable gadget 

Usage attached ; Bulk 1

Category Consumable

Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement.

The process of attaching the plating takes 10 minutes and grants the wearer of the armor the listed temporary Hit Points for the stated duration or until lost. Removing the plating early destroys it.

Type lesser; Level 1; Price 4 gp

The wearer gains 5 temporary Hit Points that last for 1 minute or until lost.

Type moderate; Level 3; Price 12 gp

The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost.

Type greater; Level 7; Price 70 gp

The wearer gains 20 temporary Hit Points that last for 1 hour or until lost.

Type major; Level 13; Price 600 gp

The wearer gains 30 temporary Hit Points that last for 1 hour or until lost.

Type true; Level 19; Price 8,000 gp

The wearer gains 40 temporary Hit Points that last for 1 hour or until lost.

Guns & Gears, page 66.

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Ablative Shield Plating

Item 1+

uncommon consumable gadget 

Usage attached ; Bulk 1

Category Consumable

Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can't attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes.

When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield temporary Hit Points that last for the stated duration or until lost. Removing the plating early destroys it.

Type lesser; Level 1; Price 4 gp

The shield gains 5 temporary Hit Points that last for 1 minute or until lost.

Type moderate; Level 3; Price 12 gp

The shield gains 10 temporary Hit Points that last for 10 minutes or until lost.

Type greater; Level 7; Price 70 gp

The shield gains 20 temporary Hit Points that last for 1 hour or until lost.

Type major; Level 13; Price 600 gp

The shield gains 30 temporary Hit Points that last for 1 hour or until lost.

Type true; Level 19; Price 8,000 gp

The shield gains 40 temporary Hit Points that last for 1 hour or until lost.

Guns & Gears, page 67.

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Abysium

Material 0+

rare precious 

Category Material

A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is sickened 1 for a standard-grade object of light Bulk, sickened 2 for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or sickened 3 for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are poison effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius.

Abysium Items
Hardness
HP
BT
Thin Items
Standard-grade
6
24
12
High-grade
10
40
20
Items
Standard-grade
10
40
20
High-grade
13
52
26
Structures
Standard-grade
20
80
40
High-grade
26
104
52

Type abysium chunk; Price 450 gp; Bulk L

Type abysium ingot; Price 4,500 gp; Bulk 1

Type standard-grade abysium object; Level 8; Price 450 gp per Bulk

Type high-grade abysium object; Level 16; Price 7,500 gp per Bulk

LOTGB, page 96.

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Abysium Armor

Item 12+

rare 

Usage worn armor; Bulk varies by armor

Category Material

Typically only creatures immune to abysium's effects would don abysium armor. You're sickened 2 while wearing standard-grade armor made from abysium, or sickened 3 while wearing high-grade armor made from abysium. You can't reduce your sickened condition while wearing abysium armor, or for 1 hour after removing it. Abysium armor is dangerous to nearby creatures, too. Creatures within 10 feet of abysium armor must succeed at a Fortitude save (DC 30 for standard grade or DC 40 for high grade) or become sickened 1 (sickened 2 on a critical failure). Afterwards, the creature is temporarily immune for 1 minute, but if they remain within the area for longer than 1 minute, they automatically critically fail the next save.

Type standard-grade abysium armor; Level 12; Price 2,000 gp + 200 gp per Bulk; Craft Requirements The initial raw materials must include at least 250 gp of abysium + 25 gp per Bulk.

Type high-grade abysium armor; Level 19; Price 40,000 gp + 4,000 gp per Bulk; Craft Requirements The initial raw materials must include at least 20,000 gp of abysium + 2,000 gp per Bulk.

LOTGB, page 96.

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Abysium Chunk

Material 0+

rare precious 

Price 450 gp

Bulk L

Category Material

A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is sickened 1 for a standard-grade object of light Bulk, sickened 2 for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or sickened 3 for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are poison effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius.

Abysium Items
Hardness
HP
BT
Thin Items
Standard-grade
6
24
12
High-grade
10
40
20
Items
Standard-grade
10
40
20
High-grade
13
52
26
Structures
Standard-grade
20
80
40
High-grade
26
104
52
Main Item: Abysium

LOTGB, page 96.

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Abysium Ingot

Material 0+

rare precious 

Price 4,500 gp

Bulk 1

Category Material

A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is sickened 1 for a standard-grade object of light Bulk, sickened 2 for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or sickened 3 for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are poison effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius.

Abysium Items
Hardness
HP
BT
Thin Items
Standard-grade
6
24
12
High-grade
10
40
20
Items
Standard-grade
10
40
20
High-grade
13
52
26
Structures
Standard-grade
20
80
40
High-grade
26
104
52
Main Item: Abysium

LOTGB, page 96.

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Abysium Powder

Item 9

rare alchemical consumable contact poison 

Price 150 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

This faintly glowing powder rapidly induces the symptoms of abysium poisoning.

Saving Throw DC 27 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 8d6 poison damage and sickened 1 (1 minute); Stage 2 9d6 poison damage and sickened 2 (1 minute); Stage 3 10d6 poison damage and sickened 3 (1 minute)

Craft Requirements abysium worth at least 75 gp.

LOTGB, page 96.

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Abysium Shield

Item 8+

rare 

Usage varies by shield

Category Material

These glowing shields are crafted to ensure that the abysium used is safely contained within a durable outer shell. If the shield breaks, however, the toxic metal becomes exposed. When you use the Shield Block reaction against an adjacent creature's melee Strike, if the shield breaks, the creature is exposed to the abysium and is sickened 1 for a standard-grade shield or sickened 2 for a high-grade shield.

Type standard-grade abysium buckler; Level 8; Price 400 gp; Bulk L; Craft Requirements abysium worth at least 50 gp

The shield has Hardness 4, HP 16, and BT 8.

Type standard-grade abysium shield; Level 8; Price 440 gp; Bulk 1; Craft Requirements abysium worth at least 55 gp

The shield has Hardness 6, HP 24, and BT 12.

Type high-grade abysium buckler; Level 16; Price 8,000 gp; Bulk L; Craft Requirements abysium worth at least 4,000 gp

The shield has Hardness 7, HP 28, and BT 14.

Type high-grade abysium shield; Level 16; Price 8,800 gp; Bulk 1; Craft Requirements abysium worth at least 4,400 gp

The shield has Hardness 10, HP 40, and BT 20.

LOTGB, page 96.

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Abysium Weapon

Item 12+

rare 

Usage varies by weapon; Bulk varies by weapon

Category Material

Abysium weapons are safe to carry, as the toxic metal is contained within an outer shell. However, the inherent toxicity in these blue-green weapons can irradiate open wounds and poison foes. Abysium weapons have one fewer property rune slot, but they deal 1d4 poison damage on a successful Strike, and on a critical hit, the target is sickened 1, or sickened 2 with high-grade abysium.

Type standard-grade abysium weapon; Level 12; Price 2,000 gp + 200 gp per Bulk; Craft Requirements at least 250 gp of abysium + 25 gp per Bulk.

Type high-grade abysium weapon; Level 18; Price 24,000 gp + 2,400 gp per Bulk; Craft Requirements at least 12,000 gp of abysium + 1,200 gp per Bulk.

LOTGB, page 97.

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Accompaniment Cloak

Item 11

focused illusion invested occult 

Price 1,300 gp

Usage worn cloak; Bulk L

Category Worn Item

This lush velvet capelet is embroidered with images of musicians playing a wide variety of instruments. The images animate when you make art, remaining embroidered, but smoothly unknitting and reknitting in time with your performance. The figures play music that perfectly accompanies your instrument, voice, or movements, granting you a +2 item bonus to Performance checks.

Activate [F] envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a bard composition spell. If not used by the end of your turn, this Focus Point is lost.
Activate [>>] envision, Interact; Frequency once per day; Effect You peel the musicians from the garment and fling them around you. The cloak casts a 4th-level phantom crowd spell (DC 28); each of the 10-foot squares must be adjacent to you. The crowd looks like the musicians on the garment and continues to accompany your Performance checks. You can Sustain this effect as described in the spell.

Craft Requirements You are a bard.

Treasure Vault, page 147.

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Accursed Staff

Item 6+

magical necromancy staff 

Usage held in 1 hand; Bulk 1

Category Staff

Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff, you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse.

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

Type accursed staff; Level 6; Price 250 gp

Type greater accursed staff; Level 10; Price 900 gp

Type major accursed staff; Level 14; Price 4,000 gp

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

Treasure Vault, page 130.

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Accursed Staff

Item 6

magical necromancy staff 

Price 250 gp

Usage held in 1 hand; Bulk 1

Category Staff

Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff, you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse.

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: Accursed Staff

Treasure Vault, page 130.

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Acid Flask

Item 1+

acid alchemical bomb consumable splash 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage. Many types grant an item bonus to attack rolls.

Type lesser; Level 1; Price 3 gp

It deals 1d6 persistent acid damage and 1 acid splash damage.

Type moderate; Level 3; Price 10 gp

You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent acid damage and 2 acid splash damage.

Type greater; Level 11; Price 250 gp

You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent acid damage and 3 acid splash damage.

Type major; Level 17; Price 2,500 gp

You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent acid damage and 4 acid splash damage.

Core Rulebook, page 544.

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Acid Spitter

Snare 4

uncommon acid clockwork consumable mechanical snare trap 

Price 15 gp

Category Snare

This tin clockwork lizard is activated when a creature moves adjacent to it, at which point it spits out a glob of acid. The target must succeed at a DC 20 Reflex saving throw or take 3d6 acid damage.

Critical Success The creature is unaffected.Success The creature takes full damage.Failure The creature takes full damage and 5 persistent acid damage.Critical Failure The creature takes double damage and 10 persistent acid damage.

Guns & Gears, page 78.

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Acrobat's Staff

Item 6

uncommon fortune magical transmutation 

Price 235 gp

Usage held in 2 hands; Bulk 2

Category Held

This +1 striking bo staff is particularly long, making it useful as a balancing pole. While you wield it, the acrobat's staff releases chalk dust to make your grip more secure, granting you a +1 circumstance bonus to your Reflex DC against checks to Disarm you of it.

Activate [R] command; Trigger You fail or critically fail an; Effect Reroll the Acrobatics check and take the better result.

Extinction Curse #2: Legacy of the Lost God, page 73.

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Adamantine

Material 8+

uncommon precious 

Category Material

Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge.

Adamantine Items
Hardness
HP
BT
Thin Items
Standard-grade
10
40
20
High-grade
13
52
26
Items
Standard-grade
14
56
28
High-grade
17
68
34
Structures
Standard-grade
28
112
56
High-grade
34
136
68

Type adamantine chunk; Price 500 gp; Bulk L

Type adamantine ingot; Price 5,000 gp; Bulk 1

Type standard-grade adamantine object; Level 8; Price 350 gp per Bulk

Type high-grade adamantine object; Level 16; Price 6,000 gp per Bulk

Core Rulebook, page 578.

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Adamantine Armor

Item 12+

uncommon 

Usage worn armor; Bulk varies by armor

Category Material

Adamantine armor has a shiny, black appearance and is amazingly durable.

Type standard-grade adamantine armor; Level 12; Price 1,600 gp + 160 gp per Bulk; Craft Requirements The initial raw materials must include adamantine worth at least 200 gp + 20 gp per Bulk.

Type high-grade adamantine armor; Level 19; Price 32,000 gp + 3,200 gp per Bulk; Craft Requirements The initial raw materials must include adamantine worth at least 16,000 gp + 1,600 gp per Bulk.

Core Rulebook, page 555.

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Adamantine Chunk

Material 8+

uncommon precious 

Price 500 gp

Bulk L

Category Material

Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge.

Adamantine Items
Hardness
HP
BT
Thin Items
Standard-grade
10
40
20
High-grade
13
52
26
Items
Standard-grade
14
56
28
High-grade
17
68
34
Structures
Standard-grade
28
112
56
High-grade
34
136
68
Main Item: Adamantine

Core Rulebook, page 578.

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Adamantine Ingot

Material 8+

uncommon precious 

Price 5,000 gp

Bulk 1

Category Material

Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge.

Adamantine Items
Hardness
HP
BT
Thin Items
Standard-grade
10
40
20
High-grade
13
52
26
Items
Standard-grade
14
56
28
High-grade
17
68
34
Structures
Standard-grade
28
112
56
High-grade
34
136
68
Main Item: Adamantine

Core Rulebook, page 578.

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Adamantine Shield

Item 8+

uncommon 

Usage varies by shield

Category Material

Adamantine shields are particularly sturdy, and when used for a shield bash, they are adamantine weapons.

Type standard-grade adamantine buckler; Level 8; Price 400 gp; Bulk L; Craft Requirements adamantine worth at least 50 gp

The shield has Hardness 8, HP 32, and BT 16.

Type standard-grade adamantine shield; Level 8; Price 440 gp; Bulk 1; Craft Requirements adamantine worth at least 55 gp

The shield has Hardness 10, HP 40, and BT 20.

Type high-grade adamantine buckler; Level 16; Bulk L; Craft Requirements adamantine worth at least 4,000 gp

The shield has Hardness 11, HP 44, and BT 22.

Type high-grade adamantine shield; Level 16; Price 8,800 gp; Bulk 1; Craft Requirements adamantine worth at least 4,400 gp

The shield has Hardness 13, HP 52, and BT 26.

Core Rulebook, page 586.

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Adamantine Weapon

Item 11+

uncommon 

Usage varies by weapon; Bulk varies by weapon

Category Material

Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much Hardness as usual, unless the object's Hardness is greater than that of the adamantine weapon.

Type standard-grade adamantine weapon; Level 11; Price 1,400 gp + 140 gp per Bulk; Craft Requirements at least 175 gp of adamantine + 17.5 gp per Bulk.

Type high-grade adamantine weapon; Level 17; Price 13,500 gp + 1,350 gp per Bulk; Craft Requirements at least 6,750 gp of adamantine + 675 gp per Bulk.

Core Rulebook, page 599.

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Adaptive Cogwheel

Item 2

consumable magical talisman transmutation 

Price 5 gp

Usage affixed to a firearm; Bulk –

Activate [F] envision; Requirements You're wielding the affixed firearm.

Category Talisman

This tiny copper gear is attached to the side of a firearm with a matching bolt or pin. When you activate it, the affixed weapon magically transfigures itself into the form of any simple or martial firearm to which you have access, harmlessly ejecting any contained ammunition in the process. Any runes or attached items present on the affixed weapon remain active unless incompatible with its new form, in which case they're suppressed for the duration of the transformation. The effect lasts until the beginning of your next turn.

Guns & Gears, page 184.

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Addiction Suppressant

Item 1+

rare consumable elixir 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant.

Type lesser; Level 1; Price 2 gp

You gain a +1 item bonus.

Type moderate; Level 6; Price 30 gp

You gain a +2 item bonus.

Type greater; Level 10; Price 140 gp

You gain a +3 item bonus.

Type major; Level 14; Price 500 gp

You gain a +4 item bonus.

LOL, page 72.

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Addiction Suppressant

Item 1+

alchemical consumable elixir healing 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant.

For every drug, a specific suppressant must be crafted—no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug's addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work.

Type lesser; Level 1; Price 2 gp

You gain a +1 item bonus.

Type moderate; Level 6; Price 30 gp

You gain a +2 item bonus.

Type greater; Level 10; Price 140 gp

You gain a +3 item bonus.

Type major; Level 14; Price 500 gp

You gain a +4 item bonus.

Special An addiction suppressant has the same rarity as the specific drug it's crafted to suppress.

Treasure Vault, page 58.

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Addlebrain

Item 7

rare alchemical consumable inhaled poison 

Price 58 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Poison

Certain Scarlet Triad poisoners use toxins like addlebrain to keep captured prisoners docile and compliant for short periods of time until they can be properly shackled and imprisoned. Addlebrain is distilled from a hallucinogenic lichen that can often be found growing in the sewers below particularly large cities like Vokhiago.

Once soaked in special reagents and then dried, a dose of addlebrain must be either lit with flame or tossed into a fire to activate, whereupon it unleashes a cloud of toxin as normal for an inhaled poison.

Saving Throw DC 25 Fortitude; Onset 1 minute; Maximum Duration 1 day; Stage 1 enfeebled 1 and stupefied 1 (10 minutes); Stage 2 enfeebled 2 and stupefied 2 (1 hour); Stage 3 fatigued, enfeebled 4, and stupefied 4 (1 day)

Age of Ashes #3: Tomorrow Must Burn, page 71.

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Admonishing Band

Item 4

consumable enchantment magical talisman 

Price 20 gp

Usage affixed to a firearm; Bulk –

Activate [>] envision; Requirements You're trained in Intimidation.

Category Talisman

This wide strip of treated lizard hide is wrapped around the grip or stock of the affixed weapon, augmenting the unease that your gunshot creates. When you activate it, you fire your gun into the air with the effects of Warning Shot (page 112). If you already have the Warning Shot feat, the target doesn't become temporarily immune to your Demoralize, potentially allowing you to Demoralize them again.

Guns & Gears, page 184.

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Adult Dragon's Breath Potion

Item 12

consumable evocation magical potion 

Price 400 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This liquid contains blood from a certain type of dragon. For 1 hour after you imbibe the concoction, you can unleash a breath weapon used by that type of dragon. The potency of the breath depends on the potion's type, based on the age of the dragon whose blood was used to make the potion.

This potion has the trait matching the damage type of the breath weapon.

Exhaling dragon breath uses a single action. The damage type and the area of the dragon breath depend on the type of dragon blood in the potion, as shown in the table below.

Regardless of the dragon type, the breath weapon deals 6d6 damage, and each creature in the area must attempt a DC 29 basic save of a type determined by the type of the dragon.

After you use the breath weapon, you can't do so again for 1d4 rounds.

Main Item: Dragon's Breath Potion

Core Rulebook, page 562.

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Adult Faerie Dragon Liqueur

Item 12

uncommon consumable enchantment magical mental potion 

Price 400 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Each draft of faerie dragon liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you use this breath weapon, you can't do so again for 1d4 rounds.

Critical Success The creature is unaffected.Success The creature is stupefied 1 for 1 round.Failure The creature is stupefied 1 for 1 minute and slowed 1 for 1d4 rounds.Critical Failure The creature is stupefied 2 and slowed 1 for 1 minute.

The save DC is 29.

Main Item: Faerie Dragon Liqueur

Treasure Vault, page 89.

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Advancing

Rune 9+

magical necromancy 

Usage etched onto heavy armor

Category Rune

This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory.

Activate [F] command; Requirements Your last action or activity reduced an enemy to 0 Hit Points; Effect You Stride up to 15 feet. This movement doesn't trigger reactions. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type.

Type advancing; Level 9; Price 625 gp

Type greater advancing; Level 16; Price 8,000 gp

You can Stride up to your Speed instead of 15 feet.

Treasure Vault, page 12.

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Advancing

Rune 9

magical necromancy 

Price 625 gp

Usage etched onto heavy armor

Category Rune

This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory.

Activate [F] command; Requirements Your last action or activity reduced an enemy to 0 Hit Points; Effect You Stride up to 15 feet. This movement doesn't trigger reactions. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type.
Main Item: Advancing

Treasure Vault, page 12.

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Adventurer's Pack

Item

Price 15 sp

Bulk 1

Category Adventuring Gear

This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary. The pack contains the following items: a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.

Core Rulebook, page 288.

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Adze

Item

forceful grippli sweep 

Price 1 gp

Bulk 2

Damage 1d10 slashing

Hands 2

Category Martial Melee Weapon; Group Axe

A common cutting tool, an adze resembles an axe—but the cutting edge is horizontal, rather than vertical. The adze's shape makes it popular among wood workers, and grippli builders often use them to construct their treetop homes. The tool also serves as an effective weapon, due in part to the immense strength required to swing it.

LOAG, page 139.

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Aeon Stone

Item 1+

uncommon invested magical transmutation 

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.

Type clear spindle; Level 7; Price 325 gp

You don't need to eat or drink while this aeon stone is invested by you. This aeon stone doesn't function until it has been worn continuously for a week and invested each day therein. If it's invested by someone else, this interval starts over.

The resonant power allows you to cast air bubble as a primal innate spell once per day.

Type dull gray; Level 1; Price 9 gp

A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone. It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame.

Dull gray aeon stones have no resonant power.

Type gold nodule; Level 6; Price 230 gp

When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language.

The resonant power allows you to cast comprehend language as an occult innate spell once per day.

Type lavender and green ellipsoid; Level 19; Price 30,000 gp

This functions as a pale lavender ellipsoid aeon stone, but it casts an 8th-level dispel magic spell with a counteract modifier of +31.

The resonant power allows you to cast detect magic and read aura as arcane innate spells at will.

Type orange prism; Level 16; Price 9,750 gp

An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone.

Activate [>] envision; Effect If your next action is to Cast a Spell, that spell's level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted.

Type pale lavender ellipsoid; Level 13; Price 2,200 gp

This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the read aura cantrip as an arcane innate spell.

Activate [R] envision; Frequency once per day; Trigger A spell targets you; Effect The stone casts a 6th-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don't have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you.

Each time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone.

Type pink rhomboid; Level 12; Price 1,900 gp

When you invest this stone, you gain 15 temporary Hit Points. If the stone's effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone, before then.

The resonant power allows you to cast the stabilize cantrip as a divine innate spell.

Type tourmaline sphere; Level 7; Price 350 gp

When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone. You can benefit from this ability only once per day, even if you have multiple such stones.

The resonant power allows you to cast 1st-level heal as a divine innate spell once per day.

Type agate ellipsoid; Level 5; Price 130 gp

This aeon stone allows you to cast 2nd-level augury as a divine innate spell once per day.

The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than "nothing."

Type azure briolette; Level 4; Price 85 gp

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.

Type dusty rose prism; Level 3; Price 50 gp

This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy.

The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10.

Type pale orange rhomboid; Level 19; Price 40,000 gp

The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone.

You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body.

As long as your body is still intact, you are no longer dead—you are restored to 1 HP with the doomed 3 and wounded 3 conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day.

The resonant power allows you to wait more than an hour to return to your body with the aeon stone; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point.

Type pearlescent pyramid; Level 10; Price 900 gp

While invested, this aeon stone grants the benefit of the ghost touch property rune to your weapons and unarmed attacks.

The resonant power grants a special activation.

Activate [>] envision; Frequency once per minute; Effect You gain the effects of see invisibility for 1 round.

Type pearly white spindle; Level 3; Price 60 gp

When you invest this aeon stone, it slowly starts healing your wounds, restoring 1 HP every minute.

The resonant power grants you resistance 1 to negative damage.

Type western star; Level 6; Price 225 gp

This aeon stone must be activated to provide a benefit.

Activate [>>] envision, Interact; Effect You activate the aeon stone to gain the effects of a 1st-level illusory disguise.

The resonant power allows you to render all of your aeon stones and your wayfinder invisible whenever you use the activation to gain the effects of illusory disguise.

Type black pearl; Level 12; Price 2,000 gp

This black pearl sparkles with light.

Activate [R] envision; Trigger you are targeted by a mental effect. Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature's own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever.

The resonant power allows you to cast sending once per day.

Core Rulebook, page 604. Expanded in LOPSG, LOWG.

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Aeon Stone (Clear Quartz Octagon)

Item 4

uncommon invested magical transmutation 

Price 90 gp

Usage worn; Bulk —

Category Worn Item

This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become broken, this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone. The stone's resonant power allows you to cast 1st-level mending as a divine innate spell once per day.

OoA2, page 79.

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Aether Appendage

Item 5

uncommon incorporeal magical transmutation 

Price 160 gp

Usage worn; Bulk L

Category Worn Item

This otherworldly prosthetic arm is the product of psychopomp magic. An aether appendage is incorporeal so long as no item is being held in the hand or worn on the arm. As an envision action, you can cause the arm to become corporeal until the end of your turn, allowing it to make Strikes or grasp objects. It remains corporeal if you're holding an item or it's wearing an item at the end of your turn. Your unarmed attack Strikes made with the aether appendage become magical. If they're already magical, they instead gain the effect of the ghost touch property rune.

Activate [>] envision, Interact; Frequency once per day; Requirements You're holding a non-magical item of light or negligible Bulk; Effect The item becomes incorporeal for 1 minute. Your aether appendage can use the incorporeal item normally.

Treasure Vault, page 108.

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Aether Marbles

Item 4+

uncommon bomb consumable force splash 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls.

Surfaces in the splash area are filled with twisting eddies of force, which are difficult terrain for incorporeal creatures but not for corporeal ones. The force eddies in a square disperse after an incorporeal creature enters the square.

Type lesser; Level 4; Price 19 gp

You gain a +1 item bonus to attack rolls. The bomb deals 2d6 force damage and 2 force splash damage.

Type moderate; Level 12; Price 360 gp

You gain a +2 item bonus to attack rolls. The bomb deals 3d6 force damage and 3 force splash damage.

Type greater; Level 18; Price 3,400 gp

You gain a +3 item bonus to attack rolls. The bomb deals 4d6 force damage and 4 force splash damage.

Gatewalkers #3: Dreamers of the Nameless Spires, page 75.

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Agate Ellipsoid Aeon Stone

Item 5

uncommon invested magical transmutation 

Price 130 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 allows you to cast 2nd-level augury as a divine innate spell once per day.

The resonant power causes the augury spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than "nothing."

Main Item: Aeon Stone

LOPSG, page 121. Expanded in LOPSG, LOWG.

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Aged Assassin Vine Wine

Item 12

alchemical consumable elixir 

Price 350 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.

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.

Main Item: Assassin Vine Wine

Treasure Vault, page 47.

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Aim-Aiding

Rune 6

magical transmutation 

Price 225 gp

Usage etched onto armor

Category Rune

Armor etched with this rune aids in routing ranged attacks aimed at an enemy around you. You don't provide enemies cover against your allies' ranged attacks.

Treasure Vault, page 12.

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Air Bladder

Item 0

Price 1 sp

Usage held in 1 hand; Bulk L (1 if inflated)

Category Held

This weighted animal bladder can be inflated with air in preparation for a dive. It holds enough air to breathe for one round. As a free action, you can inhale the contents of the air bladder, which resets the number of rounds you can hold your breath (see the rules for drowning and suffocating on page 478 of the Core Rulebook). You can inflate the bladder or remove its attached weight as an Interact action. An unattached inflated bladder without the weight will float toward the surface of the water at a rate of 60 feet per round.

LOTGB, page 92.

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Air Cartridge Firing System

Item 4

uncommon 

Price 75 gp

Usage attached

Category Firing Mechanism Customization

Air cartridge firing mechanisms use a container of compressed air affixed to a sealed system that releases the air in a small burst to propel ammunition, and they're the default used in Staekhirn air repeaters. Any firearm can be modified to replace its normal firing mechanism with an air cartridge firing system, allowing the weapon to be fired underwater or in other conditions that would normally prevent the ignition of black powder. The air cartridges lack much of the propulsive power of black powder, however, imposing a –10-foot penalty to the attached firearm's range increment. Weapons with the kickback trait don't gain that trait's benefits when using an air cartridge firing system.

Attaching an air cartridge firing system takes one hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires.

Guns & Gears, page 183.

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Air Elemental Wayfinder

Item 9

air 

Price 650 gp

Usage worn

Category Worn Item

Trovousun Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder, these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Vofalais in exploring areas associated with their element. Each has the trait associated with its element.

Activate [>>] command; Effect The wayfinder casts its associated spell.

The wayfinder can cast 4th-level lightning bolt. Additionally, you can cast feather fall as a primal innate spell once every 10 minutes.

Main Item: Elemental Wayfinder

LOPSG, page 122.

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Air Repeater

Item

uncommon agile repeating 

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

Price 5 gp

Bulk L

Damage 1d4 piercing

Ammunition Pellets; Range 30 ft.; Reload 0

Hands 1

Category Simple Ranged Weapon; Group Firearm

A thin-barreled firearm that uses a container of pressurized air instead of black powder to propel small metal bullets from an attached cartridge, the air repeater has fallen out of common use in Treithebal due to its poor stopping power, though it's still used occasionally for casual hunting and sport shooting. The air repeater and its longer-ranged, two-handed variant are still valued by some for their ability to allow a shooter to fire multiple rounds without needing to stop to reload or crank to a new chamber. A typical air repeater magazine holds 6 pellets.

Guns & Gears, page 151.

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Aklys

Item

uncommon ranged trip tethered thrown 20 ft. trip 

Price 5 gp

Bulk 1

Damage 1d6 bludgeoning

Hands 1

Category Advanced Melee Weapon; Group Club

The aklys is a throwing club with a hook on one end and a lengthy cord attached to the other. It is an uncommon advanced melee weapon in the club group. It deals 1d6 bludgeoning damage and has 1 Bulk. It requires one hand to use and has the ranged trip, tethered, thrown <20 feet>, and trip weapon traits; the new traits are described below. Though aklyses aren't available in most shops, one might be purchased for 5 gp from a vendor that specializes in strange weapons.

Bestiary, page 85.

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Alarm Snare

Snare 1

auditory consumable mechanical snare trap 

Price 3 gp

Category Snare

You create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you create an alarm snare, you designate a range between 100 to 500 feet at which it can be heard. When a Small or larger creature enters the square, the snare makes a noise loud enough that it can be heard by all creatures in the range you designated.

Core Rulebook, page 589.

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Alchemical Atomizer

Item 10

rare alchemical 

Price 175 gp

Usage held in 1 hands, Bulk L

Category Held

Khismar developed this unique atomizer that allows for the distribution of elixirs, oils, and potions as a fine spray or mist. The atomizer can hold a single elixir, oil, or potion. An atomizer contains enough reagents to use it up to 10 times before the reagents must be replaced. A new batch of reagents costs 5 gp and requires an Interact action to replace.

Activate [>] Interact; Effect You spray the contents of the atomizer on yourself or an adjacent willing ally or unattended object. The target gains the effects of the applied elixir, oil, or potion. The target must be a valid target for the effect, such as food or drink for a nectar of purification, or the consumable is lost.
Activate [>>] Interact; Effect You cause the atomizer to mix its reagents and fire its held consumable at a square within 30 feet. The consumable forms a cloud that fills the space. The first willing valid target to enter the space automatically gains the effect of the consumable. If there are multiple valid targets, such as with multiple weapons for aligned oil, the creature entering the space determines how the effect is applied. The cloud is consumed upon contact with a willing valid target or at the start of your next turn, whichever comes first.

LOL, page 80.

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Alchemical Chart

Item 4+

alchemical 

Usage held in 1 hand; Bulk L

Category Held

This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using Quick Alchemy, the items you create of the listed level remain potent for 1 additional round.

Type lesser alchemical chart; Level 4; Price 100 gp

The chart works for Quick Alchemy items of level 4 or lower.

Type moderate alchemical chart; Level 12; Price 1,750 gp

The chart works for Quick Alchemy items of level 12 or lower.

Type greater alchemical chart; Level 18; Price 19,000 gp

The chart works for Quick Alchemy items of level 18 or lower.

Treasure Vault, page 62.

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Alchemical Crossbow

Item 0

uncommon alchemical 

Price 25 gp

Bulk 1

Damage 1d8 piercing

Ammunition Bolt; Range 30 ft.; Reload 1

Hands 2

Category Simple Ranged Weapon; Group Bow

This crossbow can deliver alchemically infused bolts. The strange weapon has a metal bracket mounted on the side of the stock near the lath. As an action, you can load a single lesser alchemical bomb into the bracket; this bomb must be one that deals energy damage (such as an acid flask, alchemist's fire, bottled lightning, frost vial, or thunderstone). The next three attacks made with the crossbow deal 1d6 damage of the bomb's damage type in addition to the crossbow's normal damage. If the second and third attacks are not all made within 1 minute of the first attack, the bomb's energy is wasted. These attacks never deal splash damage or other special effects of the bomb and are not modified by any abilities that add to or modify a bomb's effect. The addition of the bracket serves to unbalance the weapon, reducing its range to 30 feet.

It otherwise functions as a crossbow (when determining damage, reload, and so on). Creatures use their crossbow proficiency when using the alchemical crossbow. The alchemical crossbow costs 25 gp.

The Fall of Plaguestone, page 56.

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Alchemical Fuse

Item 1

alchemical consumable fire 

Usage held in one hand; Bulk L

Activate [>] Interact

Category Consumable

An alchemical fuse is a length of treated cord that can be used to time the detonation of an alchemical bomb or a stick of pyronite, or simply as a timer—at the GM's option, fuses can be used as timers to trigger other devices that can be triggered with a single appropriate action, as well.

Activate [>] Interact; Effect You attach the alchemical fuse to an alchemical bomb, stick of pyronite, or other device that can be triggered by a fuse. Alternately, you can attach one fuse to another to extend its burn time by 1 round.
Activate [>] Interact; Effect You light the alchemical fuse with an adjacent fire source or a fire source that you hold in a hand. If you have a tindertwig in your other hand, you can activate the tindertwig and use it to light a fuse with the same Interact action. A lit fuse takes 1 round per attached fuse to burn down. During the round that the fuse runs out, the device to which the fuse has been attached explodes or otherwise activates at the end of your turn.

For a bomb, this deals splash damage, and for pyronite, it deals pyronite's normal damage. An alchemical fuse burns underwater or in up to moderate wind.

Activate [>] Interact; Effect You extinguish the fuse.

OoA2, page 75.

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Alchemical Gauntlet

Item 1

alchemical 

Price 10 gp

Category Adventuring Gear

An alchemical gauntlet emits small alchemical detonations when it makes contact with a foe. As an Interact action, you can place a bomb into a metal bracket near the wrist of the gauntlet. The bomb must be one that deals energy damage, such as an acid flask, alchemist's fire, bottled lightning, frost vial, or thunderstone. The next three attacks made with the gauntlet deal 1d4 damage of the bomb's damage type in addition to the gauntlet's normal damage. If the second and third attacks aren't all made within 1 minute of the first attack, the bomb's energy is wasted. These attacks never deal splash damage or other special effects of the bomb and aren't modified by any abilities that add to or modify a bomb's effect.

Treasure Vault, page 62.

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Alchemical Springald

Item 13

uncommon huge 

Price 6,000 gp; Ammunition bomb arrows (100 gp, 2 Bulk)

Usage mounted (black powder); Space 15 feet high, 15 feet long, 12 feet wide

Crew 3 to 5

AC 29; Fort +23, Ref +16

Hardness 15, HP 200 (BT 100); Immunities object immunities

Speed 10 feet (pulled or pushed)

Like the standard springald, an alchemical springald can launch three arrows simultaneously when its paddle is released. It fires specially crafted and balanced bomb arrows that carry black powder enhanced alchemical payloads that explode on impact.

Aim [>>] 30 feet, minimum distance 50 feet
Load [>>] (manipulate) 3 times
Launch [>] (manipulate, range increment 100 feet) 10d6 damage and 3 splash damage, three different targets within a 15-foot burst, DC 30 Reflex. The damage type depends on the alchemical ammunition used: acid, cold, electricity, or fire. Creatures take the splash damage only once from the launch, even if they're in the area of more than one of the three splashes.

Guns & Gears, page 173.

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Alchemist Goggles

Item 4+

invested magical transmutation 

Usage worn eyepiece; Bulk —

Category Worn Item

These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to Crafting checks to Craft alchemical items and a +1 item bonus to attack rolls with alchemical bombs. You can also ignore lesser cover when making Strikes with alchemical bombs.

Type alchemist goggles; Level 4; Price 100 gp

Type greater alchemist goggles; Level 11; Price 1,400 gp

The item bonuses are both +2.

Type major alchemist goggles; Level 17; Price 15,000 gp

The item bonuses are both +3.

Core Rulebook, page 605.

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Alchemist Goggles

Item 4

invested magical transmutation 

Price 100 gp

Usage worn eyepiece; Bulk —

Category Worn Item

These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to Crafting checks to Craft alchemical items and a +1 item bonus to attack rolls with alchemical bombs. You can also ignore lesser cover when making Strikes with alchemical bombs.

Main Item: Alchemist Goggles

Core Rulebook, page 605.

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Alchemist's Damper

Item 5

uncommon consumable magical talisman transmutation 

Price 30 gp

Usage attached ; Bulk —

Activate [F] envision; Trigger You attack with the affixed firearm; Requirements You're an expert with the affixed firearm.

Category Talisman

A glass tube of mercury is contained within this golden clasp that's fitted in front of a firearm's trigger. On the triggering Strike, the mercury turns briefly to gold, reducing the effect of recoil, allowing you to ignore the circumstance penalty of the attached weapon's kickback weapon trait.

OoA2, page 76.

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Alchemist's Fire

Item 1+

alchemical bomb consumable fire splash 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.

Type lesser; Level 1; Price 3 gp

The bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.

Type moderate; Level 3; Price 10 gp

You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage, 2 persistent fire damage, and 2 fire splash damage.

Type greater; Level 11; Price 250 gp

You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage.

Type major; Level 17; Price 2,500 gp

You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage, 4 persistent fire damage, and 4 fire splash damage.

Core Rulebook, page 545.

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Alchemist's Flamethrower

Item 2

rare alchemical fire 

Price 35 gp

Usage held in two hands; Bulk 1

Category Held

This long cylinder is topped by a pair of brass sockets and a collection of polished pipes and tubes. A total of two vials of alchemist's fire must be loaded into the sockets at the base of the weapon and the tubes cleaned and primed. Properly loading the flamethrower in this way takes 1 minute. When the trigger on a loaded flamethrower is pulled, the alchemist's fire is siphoned into the rifle and shot out of the muzzle in a line of fire. The damage dealt by a flamethrower is determined by the strength of the weakest alchemist's fire loaded into the flamethrower.

Activate [>>] Interact (fire); Requirements The flamethrower is loaded; Effect You pull the trigger, expending both loaded alchemist's fires to shoot a line of fire. Creatures in the area take fire damage based on the weakest alchemist's fire loaded into the flamethrower, as noted below. Creatures that critically fail the basic Reflex save additionally take the listed persistent fire damage.
  • Lesser Alchemist's Fire: The flamethrower deals 1d8 fire damage (DC 15 basic Reflex save) in a 30-foot line. 1 persistent fire damage.
  • Moderate Alchemist's Fire: The flamethrower deals 2d8 fire damage (DC 17 basic Reflex save) in a 60-foot line. 2 persistent fire damage.
  • Greater Alchemist's Fire: The flamethrower deals 6d8 fire damage (DC 28 basic Reflex save) in a 90-foot line. 3 persistent fire damage.
  • Major Alchemist's Fire: The flamethrower deals 10d8 fire damage (DC 37 basic Reflex save) in a 120-foot line. 4 persistent fire damage.

Treasure Vault, page 63.

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Alchemist's Haversack

Item 11

conjuration extradimensional invested magical 

Price 1,400 gp

Usage worn backpack; Bulk 1

Category Worn Item

An alchemist's haversack is a sturdy leather backpack with two compartments. The main section contains an extradimensional space equivalent to a bag of holding type II, perfect for carrying bulkier alchemist equipment. A secondary partition can hold 2 Bulk of items, 1 of which doesn't count against your Bulk limit.

This second compartment can also be activated (see below). Two shoulder straps and a thick belt for the waist hold the haversack on the wearer securely. These straps have pouches and loops for keeping alchemical items handy. They also contain magically expanded alchemist's tools that grant you a +2 item bonus to Crafting checks to create alchemical items.

Water and undesirable material can't seep into the haversack, which cleans itself once per hour. When you reach in any part of the haversack, the item you sought is the first one you find.

Also, the haversack preserves mundane ingredients, food, and drink inside, so they stay fresh indefinitely. This feature doesn't prolong the duration of magic or alchemical items.

Activate [>] command; Frequency once per day; Requirements You gain batches of infused reagents during your daily preparations; Effect You pull one additional batch of infused reagents from the satchel's secondary compartment. If you fail to use these reagents by the end of your next turn, they're lost.

Craft Requirements You are an alchemist.

Treasure Vault, page 145.

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Alchemist's Lab

Item

Price 5 gp

Bulk 6

Hands 2

Category Adventuring Gear

You need an alchemist's lab to Craft alchemical items during downtime.

Type Base; Price 5 gp

Type Expanded; Level 3; Price 55 gp

An expanded alchemist's lab gives a +1 item bonus to Crafting checks to create alchemical items.

Core Rulebook, page 288.

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Alchemist's Lab

Item

Price 5 gp

Bulk 6

Hands 2

Category Adventuring Gear

You need an alchemist's lab to Craft alchemical items during downtime.

Main Item: Alchemist's Lab

Core Rulebook, page 288.

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Alchemist's Tools

Item

Price 3 gp

Bulk 1

Hands 1 or 2*

Category Adventuring Gear

This mobile collection of vials and chemicals can be used for simple alchemical tasks. If you wear your alchemist'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.

Core Rulebook, page 288.

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