Items: B (Part 2 of 5)

60 items, from Bayonet to Blast Suit.

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Part: 1 2 3 4 5

Bayonet · Beacon Shot · Beast Staff · Beast Staff · Beastmaster's Sigil · Bec De Corbin · Beckoning Cat Amulet · Bedroll · Beehive · Beguiling Crown · Belladonna · Bellflower Bewitching Bloom · Bellflower Toolbelt · Bellicose Dagger · Belt of Giant Strength · Belt of Good Health · Belt of Regeneration · Belt of the Five Kings · Bestial Mutagen · Bestiary Of Metamorphosis · Bewildering Spellgun · Bewitching Bloom · Bi-resonant Wayfinder · Big Boom Gun · Big Rock Bullet · Big Rock Bullet · Binding Coil · Binding Coil · Binding Snare · Bioluminescence Bomb · Bird · Bird Feather Token · Bismuth Leopards Wondrous Figurines · Biting Snare · Bitter · Black Adder Venom · Black Hole Armor · Black Lotus Extract · Black Pearl Aeon Stone · Black Powder · Black Powder Knuckle Dusters · Black Tendril Shot · Blade Byrnie · Blade Byrnie · Blade Launcher · Blade Of Four Energies · Blade of Four Energies · Blade Of The Black Sovereign · Blade Of The Rabbit Prince · Blade Thousand-Pains Fulu · Bladed Diabolo · Bladed Gauntlet · Bladed Hoop · Bladed Scarf · Blast Boots · Blast Foot · Blast Foot · Blast Lance · Blast Lance · Blast Suit

Bayonet

Item

agile attached to crossbow or firearm finesse 

Price 2 sp

Bulk L

Damage 1d4 piercing

Hands 1 or 2*

Category Martial Melee Weapon; Group Knife

This blade or spike can be attached to a crossbow or firearm but, unlike other attached weapons, can be wielded in one hand as its own weapon. When used as a separate weapon, it can't benefit from any runes or abilities that function only for attached weapons.

*An attached bayonet or reinforced stock requires the same number of hands as the weapon it's attached to. A detached bayonet requires one hand.

Guns & Gears, page 150.

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Beacon Shot

Item 3

consumable evocation magical 

Price 10 gp

Ammunition arrow, bolt

Activate [>] Interact

Category Ammunition

The shaft of a beacon shot is studded with tiny flecks of glimmering gemstones. When an activated beacon shot hits a target, it embeds itself into that target and spews sparks for 1 minute. If the target is invisible, it becomes merely hidden to creatures who would otherwise be unable to see it. The sparks also negate the concealed condition if the target was otherwise concealed.

A creature can remove the arrow or bolt by using an Interact basic action and succeeding at a DC 20 Athletics check.

Core Rulebook, page 559.

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Beast Staff

Item 7+

magical staff transmutation 

Usage held in 1 hand; Bulk 1

Category Staff

The visages of beasts are carved into the painted wood of a beast staff, with a large head on top. When used as a weapon, the staff is a +1 striking staff. While wielding the staff while you have it prepared, you're affected by speak with animals. If you have Wild Empathy, you gain a +1 circumstance bonus on checks using it.

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

Type beast staff; Level 7; Price 340 gp

Type greater beast staff; Level 11; Price 1,400 gp

Used as a weapon, the staff is a +2 striking staff. The circumstance bonus if you have Wild Empathy is +2.

Type major beast staff; Level 15; Price 6,250 gp

Used as a weapon, the staff is a +2 greater striking staff. The circumstance bonus if you have Wild Empathy is +2.

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

Treasure Vault, page 130.

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Beast Staff

Item 7

magical staff transmutation 

Price 340 gp

Usage held in 1 hand; Bulk 1

Category Staff

The visages of beasts are carved into the painted wood of a beast staff, with a large head on top. When used as a weapon, the staff is a +1 striking staff. While wielding the staff while you have it prepared, you're affected by speak with animals. If you have Wild Empathy, you gain a +1 circumstance bonus on checks using it.

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: Beast Staff

Treasure Vault, page 130.

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Beastmaster's Sigil

Item 5+

conjuration magical spellheart 

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

This silver disc displays an ever-changing etching of an animal.

When you affix the beastmaster's sigil, the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19. A weapon can benefit from only the melee weapon benefit or ranged weapon benefit. A thrown melee weapon gets the melee weapon benefit, and a combination weapon gets only one benefit, which you choose when you affix the spellheart. If it's unclear which one should apply, the GM decides.

Activate Cast a Spell; Effect You cast tame .
Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level summon animal to summon a cave scorpion B2 (armor), wolf (melee weapon), or bat swarm (ranged weapon).

Type greater beastmaster's sigil; Level 7; Price 360 gp

The spell DC is 23 and the bleed damage is 2d6.

Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level summon animal to summon a giant monitor lizard (armor), wolverine B2 (melee), or giant bat (ranged).

Type major beastmaster's sigil; Level 9; Price 700 gp

The spell DC is 25, the item bonuses are +2, and the bleed damage is 3d6.

Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm B2 (ranged).

Treasure Vault, page 124.

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Bec De Corbin

Item

razing reach shove versatile B 

Price 4 gp

Bulk 2

Damage 1d8 piercing

Hands 2

Category Martial Melee Weapon; Group Polearm

A bec de corbin is a spiked polearm that uses a hammer head to help balance the spike. The hammer portion can be used as a secondary striking surface, while the spike or fluke is specially designed to punch through armor and shields.

Treasure Vault, page 25.

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Beckoning Cat Amulet

Item 5

uncommon consumable divination fortune magical talisman 

Price 26 gp

Usage affixed to armor

Activate [F] envision; Trigger You use a feat or ability to reroll a failed or critically failed Reflex saving throw (such as Cat's Luck or Halfling Luck)

Category Talisman

This clay figurine resembles a white cat with a paw outstretched. When it's activated, any allies within 10 feet who also just failed or critically failed a Reflex saving throw from the same source (such as a fireball spell) can also reroll their saving throw and use the better result.

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

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Bedroll

Item

Price 2 cp

Bulk L

Category Adventuring Gear

No entries found.

Core Rulebook, page 288.

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Beehive

Item 0

Price 1 gp

Category Pet

No entries found.

LOTG, page 103.

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Beguiling Crown

Item 20

uncommon apex enchantment invested magical 

Price 80,000 gp

Usage worn crown; Bulk 2

Category Apex

This hugely massive crown is bedazzled with glimmering jewels and enchanted with powerful magics that make the gold seem to ripple and surge like strange glimmering tide pools. While uncomfortable to wear, the crown beguiles those within the wearer's presence. Creatures within 30 feet of you automatically improve their attitude toward you by one step (up to friendly). This doesn't prevent hostile creatures from attacking you, but it might give you a chance to talk to them before they strike. The dazzling nature of the crown makes it hard for you to read the intentions of others, and you take a –4 status penalty to your Perception DC when someone uses Deception against you. When you invest the crown, you either increase your Charisma score by 2 or increase it to 18, whichever is higher.

Activate [>] envision; Frequency once per round; Effect You're the subject of the sanctuary spell until the end of your next turn.
Activate [R] envision; Frequency once per hour; Trigger A creature succeeds at an attack roll against you; Effect The creature must succeed at a DC 41 Will save or the attack roll becomes a failure and the target is friendly to you until the end of its turn. On a critical failure, the target becomes friendly to you, drops to their knees, and begs your forgiveness for 1 minute or until another creature takes a hostile action against them.
Activate [>>] envision (fortune, mental); Frequency once per day; Effect Choose one living creature within 30 feet of you. That creature must succeed at a DC 41 Will saving throw or become helpful to you for the next 24 hours. If they succeed, they become friendly to you for 1 hour. If they critically succeed they're immune to this effect for 1 year.

Treasure Vault, page 103.

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Belladonna

Item 2

alchemical consumable ingested poison 

Price 5 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

Sometimes called "deadly nightshade," belladonna is a widely available toxin produced from a plant similar to a tomato.

Saving Throw DC 19 Fortitude; Onset 10 minutes; Maximum Duration 30 minutes; Stage 1 dazzled (10 minutes); Stage 2 1d6 poison damage and sickened 1 (10 minutes); Stage 3 1d6 poison damage, confused, and sickened 1 (1 minute)

Core Rulebook, page 551.

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Bellflower Bewitching Bloom

Item 7

enchantment invested magical tattoo 

Price 350 gp

Usage tattooed on the body; Bulk —

Category Tattoo

While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations.

These blooms are colorful, elegant representations of distinct flower species, as determined by its type.

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

A need for freedom trills through your ally's blood. Until the end of that ally's next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed.

Main Item: Bewitching Bloom

Treasure Vault, page 119.

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Bellflower Toolbelt

Item 6

rare invested magical transmutation 

Price 220 gp

Usage worn belt; Bulk 1

Category Worn Item

Different versions of the bellflower toolbelt are customized to appear to suit specific trades, so a belt used for carpentry would look different from a belt for baking.

Activate [>>] envision, Interact; Effect You place an object of up to 1 Bulk into the belt, transforming that object into a tool befitting the trade for which the belt was created. Each object remains transformed until it has been removed from the belt for 24 hours or someone uses a single Interact action to return it to its normal form. If enough transformed items are in it, the belt can be used as artisan's tools for that trade.

Treasure Vault, page 145. Originally in AoA3.

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Bellicose Dagger

Item 7

rare cursed magical necromancy 

Usage held in 1 hand; Bulk L

Category Held

The hilt of a bellicose dagger is etched with the word for "war" in various languages. Having absorbed the spirit of violence over the course of its existence, the weapon now craves bloodshed. A bellicose dagger is a +1 striking wounding dagger. However, anytime you interact with creatures, no matter the context, you must succeed at a DC 25 Will save or else find you have, as a reaction, drawn the dagger. When you use the bellicose dagger as a weapon for the first time, it fuses to you. While it's in your possession, you take a –2 circumstance penalty to Diplomacy checks and skill checks to avoid fighting, such as Deception checks to trick your way out of a scuffle or Stealth checks to sneak past enemies.

Treasure Vault, page 190.

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Belt of Giant Strength

Item 17

apex invested magical transmutation 

Price 15,000 gp

Usage worn belt; Bulk L

Category Apex

This thick leather belt is decorated with a buckle carved from glittering quartz in the shape of a fist. You gain a +3 item bonus to Athletics checks and a +2 circumstance bonus to Athletics checks to lift a heavy object, Escape, and Force Open. When you invest the belt, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score.

Activate [R] Interact; Trigger You are targeted by a thrown rock attack, or a rock would fall on you; Effect Attempt an Athletics check to grab the triggering rock. Use the Athletics DC of the creature throwing the rock, the DC of the hazard or other effect, or DC 35 if no other DC is applicable. You must have a free hand to catch the rock, but you can Release anything you're holding in a hand as part of this reaction.Success You safely catch the rock, take no damage, and are now holding the rock.Failure You take half damage.Critical Failure You take full damage.

Core Rulebook, page 603.

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Belt of Good Health

Item 4

magical necromancy 

Price 85 gp

Usage worn belt

Category Worn Item

When you put on this belt, its silver buckle begins to glow, which slowly spreads into the heart-shaped jewel in the center. You increase your maximum Hit Points and current Hit Points by 4.

If you remove the belt, you immediately decrease both your maximum and current HP by 4.

Beginner Box, page 54.

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Belt of Regeneration

Item 17

apex invested magical necromancy 

Price 15,000 gp

Usage worn belt; Bulk L

Category Apex

This belt is crafted from rubbery troll hide that's green and orange in color. You gain 15 temporary Hit Points the first time you invest the belt in a day. When you invest the belt, you either increase your Constitution score by 2 or increase it to 18, whichever would give you a higher score.

Activate [>] Interact; Frequency once per day; Effect You tighten the belt one notch to gain a regeneration effect. For 2d4 rounds, at the start of your turn each round, you recover 15 Hit Points unless you took acid or fire damage since the start of your previous turn.

Core Rulebook, page 603.

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Belt of the Five Kings

Item 9

uncommon enchantment invested magical 

Price 650 gp

Usage worn belt; Bulk L

Category Worn Item

Made from interlocking plates of silver and gold, this heavy belt bears stylized miniature images of five kingly dwarves. You gain a +1 circumstance bonus to Diplomacy checks to Make an Impression with dwarves or make a Request from dwarves. You also gain a +1 circumstance bonus to Intimidation checks against giants and orcs.

The belt also grants you darkvision and the ability to understand, speak, and write the Dwarven language.

Activate [>] Interact; Frequency once per day; Requirements You are a dwarf; Effect You tighten the belt one notch to gain temporary Hit Points equal to your level and grant allies within 20 feet of you darkvision. Both effects last for 10 minutes.

Core Rulebook, page 606.

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Bestial Mutagen

Item 1+

alchemical consumable elixir mutagen polymorph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy.

Benefit You gain an item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack with the agile trait and a jaws unarmed attack.

Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves.

Type lesser; Level 1; Price 4 gp

You gain a +1 item bonus, your claw deals 1d4 slashing damage, your jaws deal 1d6 piercing damage, and the duration is 1 minute.

Type moderate; Level 3; Price 12 gp

You gain a +2 item bonus, your claw deals 1d6 slashing damage, your jaws deal 1d8 piercing damage, and the duration is 10 minutes.

Type greater; Level 11; Price 300 gp

You gain a +3 item bonus, your claw deals 1d8 slashing damage, your jaws deal 1d10 piercing damage, and the duration is 1 hour.

Type major; Level 17; Price 3,000 gp

You gain a +4 item bonus, your claw deals 1d8 slashing damage, your jaws deal 1d10 piercing damage, and the duration is 1 hour. You gain weapon specialization with the claws and jaws, or greater weapon specialization, if you already have weapon specialization with these unarmed attacks.

Core Rulebook, page 546.

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Bestiary Of Metamorphosis

Item 6

grimoire magical transmutation 

Price 210 gp

Bulk L

Category Grimoire

This grimoire fancifully illustrates the spells you inscribe within it with illuminated drawings of creatures that have never existed, the pictures changing to depict new ones from time to time.

Activate [>] envision (polymorph, transmutation); Requirements You're under the effect of a polymorph spell you prepared from this grimoire that offers a choice of multiple forms; Effect You transform into a different form allowed by the polymorph by bending and molding the spell's energy. This reduces the spell's remaining duration by half.

Secrets of Magic, page 162.

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Bewildering Spellgun

Item 9

attack consumable emotion enchantment magical mental spellgun 

Price 140 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact, Strike

Category Consumable

When stared at, a bewildering spellgun seems to warp the space around it, creating a mind-bending sensation. Whispers of gibberish arise from it, making their way to nearby ears despite any other sounds in the area. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 15 feet. Once fired, the spellgun twists in your hand and melts away.

Critical Success The target is confused for 1 minute.Success The target is confused for 1 minute but can attempt a DC 25 Will save at the end of each of its turns to end the effect.

Treasure Vault, page 96.

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Bewitching Bloom

Item 2+

enchantment invested magical tattoo 

Usage tattooed on the body; Bulk —

Category Tattoo

While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations.

These blooms are colorful, elegant representations of distinct flower species, as determined by its type.

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

Type amaranth; Level 15; Price 5,500 gp

The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy's attack, or an effect created by an enemy, that damage can't reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn.

Type bellflower; Level 7; Price 350 gp

A need for freedom trills through your ally's blood. Until the end of that ally's next turn, they gain a +2 status bonus to rolls to recover from the confused, frightened, grabbed, paralyzed, and restrained conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to Escape being grabbed, immobilized, or restrained, provided such an attempt is allowed.

Type cherry blossom; Level 3; Price 50 gp

The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally's dying value. The cherry blossom's activation can target an unconscious or dying ally.

Type lilac; Level 2; Price 25 gp

Memories bubble to the surface of your ally's mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories.

Type lotus; Level 9; Price 600 gp

A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects.

Type magnolia; Level 6; Price 220 gp

Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature's attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally's next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours.

Type purple iris; Level 11; Price 1,200 gp

Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-level command spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall prone and pays homage to your ally.

Type red rose; Level 4; Price 90 gp

The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved.

While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear.

This effect has the emotion and mental traits.

Type white poppy; Level 4; Price 80 gp

A sense of peace overwhelms the ally. The tattoo casts calm emotions or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn.

Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success.

Treasure Vault, page 119.

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Bi-resonant Wayfinder

Item 6

uncommon evocation illusion invested magical 

Price 200 gp

Usage worn

Category Worn Item

A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones. A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit.

LOCG, page 110.

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Big Boom Gun

Item 1

uncommon cobbled fatal d12 goblin modular b, p, or s 

Price 10 gp

Bulk 2

Damage 1d6 modular

Range 20 ft.; Reload 1

Hands 1

Category Martial Ranged Weapon; Group Firearm

Developed by a goblin weaponsmith who missed the 'hand' part of 'hand cannon', this comically-oversized gun has a heavily reinforced barrel and is loaded with a worrisome quantity of gunpowder.

This hand cannon is a martial weapon, instead of a simple weapon. It has the fatal d12 trait and a range of 20 feet. It also has the following modified critical failure condition:

Critical Failure The attack misses, the weapon misfires, and you take 1d12 fire damage as it explodes in your face.

Guns & Gears, page 157.

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Big Rock Bullet

Item 7+

uncommon consumable earth magical transmutation 

Ammunition sling bullet

Activate [>] Interact

Category Consumable

A big rock bullet is a sling bullet made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a big rock bullet transforms into a giant rock just before hitting the target. The target takes 4d6 additional bludgeoning damage on a successful hit. Even on a failed attack roll (but not a critical failure), the target takes 2d6 bludgeoning damage. Creatures with the Catch Rock reaction can use it against a big rock bullet.

Type big rock bullet; Level 7; Price 60 gp

Type greater big rock bullet; Level 11; Price 250 gp

The bullet deals 8d6 additional bludgeoning damage, or 4d6 on a failure.

Type major big rock bullet; Level 15; Price 1,150 gp

The bullet deals 12d6 additional bludgeoning damage, or 6d6 on a failure.

LOTGB, page 14.

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Big Rock Bullet

Item 7

uncommon consumable earth magical transmutation 

Price 60 gp

Ammunition sling bullet

Activate [>] Interact

Category Consumable

A big rock bullet is a sling bullet made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a big rock bullet transforms into a giant rock just before hitting the target. The target takes 4d6 additional bludgeoning damage on a successful hit. Even on a failed attack roll (but not a critical failure), the target takes 2d6 bludgeoning damage. Creatures with the Catch Rock reaction can use it against a big rock bullet.

Main Item: Big Rock Bullet

LOTGB, page 14.

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Binding Coil

Item 6+

consumable magical talisman transmutation 

Usage affixed to a weapon

Activate [F] envision; Trigger Your Strike with the affixed weapon damages a creature; Requirements You're an expert in Athletics.

Category Talisman

This talisman, a bright red coil that's warm to the touch and faintly resembles a serpent, wraps entirely around your weapon. When you activate this talisman's effect, attempt to Grapple the creature you hit. On a success, rather than the normal Grapple effects, the coil instead wraps itself around the target with one end remaining attached to your weapon.

Your opponent must succeed at a DC 20 Escape check to break free. The coil breaks if you move any further away from the bound opponent, but not if you move any closer.

Type binding coil; Level 6; Price 50 gp

Type greater binding coil; Level 13; Price 450 gp

The escape DC is 30.

Secrets of Magic, page 173.

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Binding Coil

Item 6

consumable magical talisman transmutation 

Price 50 gp

Usage affixed to a weapon

Activate [F] envision; Trigger Your Strike with the affixed weapon damages a creature; Requirements You're an expert in Athletics.

Category Talisman

This talisman, a bright red coil that's warm to the touch and faintly resembles a serpent, wraps entirely around your weapon. When you activate this talisman's effect, attempt to Grapple the creature you hit. On a success, rather than the normal Grapple effects, the coil instead wraps itself around the target with one end remaining attached to your weapon.

Your opponent must succeed at a DC 20 Escape check to break free. The coil breaks if you move any further away from the bound opponent, but not if you move any closer.

Main Item: Binding Coil

Secrets of Magic, page 173.

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Binding Snare

Snare 10

uncommon consumable mechanical snare trap 

Price 160 gp

Category Snare

When a creature enters the snare's square, several strands of strong wires ending in jagged hooks latch onto it before hauling it to the ground. The snare deals 2d6 piercing damage, and the targeted creature must attempt a DC 28 Reflex save.

Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and is knocked prone and immobilized for 1 round (Escape DC 28).Critical Failure The creature takes double damage, is knocked prone, and is restrained for 1 round (Escape DC 28).

Guns & Gears, page 78.

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Bioluminescence Bomb

Item 1

uncommon alchemical bomb consumable light 

Price 3 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This vial of glowing goo constantly sheds dim light in a 10-foot radius. When a bioluminescence bomb strikes a creature or a hard surface, it shatters and releases the bioluminescent fluid's energy in a flare of light. Each creature within 10 feet of where the bomb exploded must succeed at a DC 17 Reflex save or be marked with dye that continues to glow for 24 hours. An affected creature must also attempt a DC 17 Fortitude saving throw against the overwhelming burst of light.

Success The creature is unaffected.Failure The creature is dazzled for 1 round.Critical Failure The creature is blinded for 1 round, then dazzled for 1 round.

Gatewalkers #1: The Seventh Arch.

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Bird

Item 0

Price 1 sp +

Category Pet

No entries found.

LOTG, page 103.

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Bird Feather Token

Item 3

conjuration consumable magical 

Price 8 gp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

Each feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description.

When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient.

The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified.

Main Item: Feather Token

Core Rulebook, page 570. Reprinted in BB.

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Bismuth Leopards Wondrous Figurines

Item 8

uncommon conjuration magical 

Price 495 gp

Usage held in 1 hand; Bulk L

Category Held

The magical statuettes known as wondrous figurines are described on page 576 of the Core Rulebook.

The following additional figurines are uncommon versions sometimes found among the magical creations of the Falutairn or for sale in the streets of Briamorumorein.

This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful leopards that are carved out of bismuth and flash hypnotically as they move. Creatures that come within 5 feet of a bismuth leopard or that end their turn within 5 feet of a bismuth leopard become dazzled for 1 round unless they succeed at a DC 24 Will save. A creature that comes within 5 feet of both leopards or ends its turn within 5 feet of both leopards need only attempt one saving throw each time.

The leopards can be called on only once per day, and they remain in their leopard form for up to 10 minutes. If either of the leopards is slain, that leopard can't be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other leopard.

Main Item: Wondrous Figurines

Strength of Thousands #2: Spoken on the Song Wind, page 77.

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Biting Snare

Snare 4

consumable mechanical snare trap 

Price 15 gp

Category Snare

The snare's jaws shut on the leg of a creature that steps on it. The snare deals 5d6 piercing damage to the first creature that enters its square; that creature must attempt a DC 18 Reflex save.

Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage.Critical Failure The creature takes double damage and takes a –10-foot status penalty to its Speed until it recovers at least 1 Hit Point.

Core Rulebook, page 589.

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Bitter

Rune 9

uncommon magical poison transmutation 

Price 135 gp

Usage etched onto armor

Category Rune

While you wear this acrid armor, any creature that Engulfs you or Swallows you Whole is sickened 1; if it spends an action retching to reduce the sickened condition, you can attempt to Escape as a reaction.

LOTGB, page 18.

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Black Adder Venom

Item 2

alchemical consumable injury poison 

Price 6 gp

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Poison

Adder venom is a simple but effective way to enhance a weapon.

Saving Throw DC 18 Fortitude; Maximum Duration 3 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d6 poison damage (1 round)

Core Rulebook, page 551.

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Black Hole Armor

Item 16

abjuration invested magical 

Price 8,500 gp

Usage worn armor; Bulk 5

Category Armor

The joints of this black +2 greater resilient fortification fortress plate look like swirling vortices of silver. Non-magical ammunition and thrown weapons aimed at you are destroyed after they hit you and deal damage or miss you. You also have resistance 10 to physical damage from ranged attacks.

When an enemy's ranged attack misses you or hits you and deals no damage, the armor absorbs the projectile.

When it has absorbed six projectiles, the armor glows at the joints.

Activate [R] Interact; Frequency once per minute; Trigger A ranged weapon Strike targets a creature within 20 feet of you and the attacker hasn't yet rolled its attack; Effect The triggering Strike targets you instead of its intended target.
Activate [>] Interact; Requirements The black hole armor has absorbed six or more projectiles; Effect All the projectiles absorbed by the armor appear out of thin air, as though transported there, falling in a 10-foot burst within 120 feet of you. Each creature in the burst takes 10d8 piercing damage with a DC 35 Reflex save. The absorbed projectiles are all expended, and the armor's joints stop glowing.

Treasure Vault, page 14.

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Black Lotus Extract

Item 19

alchemical consumable contact poison virulent 

Price 6,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

Black lotus extract causes severe internal bleeding.

Saving Throw DC 42 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 15d6 poison damage and drained 1 (1 round); Stage 2 17d6 poison damage and drained 1 (1 round); Stage 3 20d6 poison damage and drained 2 (1 round)

Core Rulebook, page 551.

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Black Pearl Aeon Stone

Item 12

uncommon invested magical transmutation 

Price 2,000 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 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.

Main Item: Aeon Stone

LOWG, page 63. Expanded in LOPSG, LOWG.

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Black Powder

Item 0+

uncommon alchemical consumable 

Ammunition rounds

Activate [>] Interact

Category Consumable

Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions.

Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container.

Type dose or round; Level 0; Price 1 cp

The smallest unit of black powder that still has a simple use, a dose can be a simple package paper parcel around black powder or it can be packaged with a metal bullet or pellet to be used as ammunition. When ignited with a fuse or exposed to direct flame, a dose of black powder explodes. This isn't powerful enough to deal damage but makes a loud sound and could trigger further explosions. A fuse for a dose can be created with a few twists of paper and causes the dose to explode the round after it's lit.

Type horn; Level 2; Price 5 gp

A horn contains 500 doses worth of black powder. A horn can be detonated by leaving a small trail of black powder and then lighting it. Each 5-foot square requires one dose of black powder to create a trail through. As long as the horn is mostly full (at least 400 doses remaining) it can be detonated to deal 1d6 fire damage in a 5-foot burst (DC 16 basic Reflex save). It takes 1 round per 15 feet of powder trail laid down for a horn to detonate after the trail is lit. If multiple horns detonate simultaneously, it can increase the area of the explosion, but the damage in overlapping areas doesn't increase.

Type keg; Level 6; Price 50 gp

A keg contains 5,000 doses of black powder and can be detonated in the same way as a horn. As long as the keg is mostly full (at least 4,000 doses remaining) this deals 3d6 fire damage in a 20-foot burst (DC 20 basic Reflex save). Detonating multiple kegs can increase the area, but not the damage, of this effect; detonating a keg and any horns at the same time in an overlapping area also doesn't increase the damage.

Guns & Gears, page 169.

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Black Powder Knuckle Dusters

Item

uncommon combination 

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

Price 8 gp

Bulk L

Ranged

Traits concussive, fatal d8

Damage 1d4 piercing

Ammunition round; Range 30 ft.; Reload 1

Group Firearm

Melee

Traits critical fusion, agile

Damage 1d4 bludgeoning

Group Brawling

Hands 1

Category Martial Ranged Weapon

This pair of knuckle dusters is fitted with an explosive charge of black powder within the hollowed spikes of the weapon and a firing mechanism you hold in your hand while in use.

Guns & Gears, page 158.

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Black Tendril Shot

Item 7+

conjuration consumable magical 

Ammunition any

Activate [>] command

Category Consumable

A glistening, tar‑like substance that's displeasing to the touch coats a black tendril shot. When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition's effects last until the target Escapes. DCs for the saving throw and Escape vary by type.

Critical Success The target is slowed 1 but gains a +2 circumstance bonus to Escape the ammunition's effect.Success The target is slowed 1.Failure The target is slowed 2 and deafened.Critical Failure The target is slowed 2, blinded, and deafened.

Type lesser; Level 7; Price 60 gp

Both DCs are 25.

Type moderate; Level 12; Price 360 gp

Both DCs are 31.

Type greater; Level 17; Price 2,160 gp

Both DCs are 39.

Treasure Vault, page 80.

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Blade Byrnie

Item 7+

conjuration invested magical 

Usage worn armor; Bulk 1

Category Armor

Instead of chain links, this +1 chain shirt is assembled from metal "leaves" that each resemble a small blade.

Activate [>] Interact; Effect You pull a link from the armor, which transforms into a +1 striking dagger. The dagger disappears and reappears as a link in the armor after you Strike with it, or at the end of this turn if you don't make a Strike. You can Activate the blade byrnie in place of an Interact action to draw a weapon for abilities such as the Quick Draw feat.

Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune.

Type blade byrnie; Level 7; Price 360 gp

Type greater; Level 13; Price 3,000 gp

The armor is a +2 resilient chain shirt. The daggers are +2 greater striking daggers.

Type major; Level 19; Price 35,000 gp

The armor is a +3 greater resilient chain shirt. The daggers are +3 greater striking daggers.

Treasure Vault, page 15.

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Blade Byrnie

Item 7

conjuration invested magical 

Price 360 gp

Usage worn armor; Bulk 1

Category Armor

Instead of chain links, this +1 chain shirt is assembled from metal "leaves" that each resemble a small blade.

Activate [>] Interact; Effect You pull a link from the armor, which transforms into a +1 striking dagger. The dagger disappears and reappears as a link in the armor after you Strike with it, or at the end of this turn if you don't make a Strike. You can Activate the blade byrnie in place of an Interact action to draw a weapon for abilities such as the Quick Draw feat.

Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune.

Main Item: Blade Byrnie

Treasure Vault, page 15.

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Blade Launcher

Item 1

uncommon 

Price 18 gp

Usage held in 2 hands; Bulk 1

Category Held

A blade launcher has a bow-like assembly mounted on a handled frame. The frame can be configured to fire either a dagger, dart, shuriken, or starknife. Configuring a blade launcher requires three Interact actions. Once properly configured, loading an appropriate thrown weapon into a blade launcher requires a single Interact action. A blade launcher can't fire weapons for which it's not currently configured. A weapon fired with a blade launcher loses the agile, monk, thrown, and versatile traits, if it has them, and has a range increment of 40 feet. Due to losing the thrown weapon trait, returning and most other effects that allow a weapon to return don't function; even if a launched weapon did return, you'd still need to load it into the blade launcher with an Interact action to fire the blade launcher again.

Guns & Gears, page 64.

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Blade Of Four Energies

Item 13+

evocation magical 

Usage held in 1 hand; Bulk L

Category Held

This +2 greater striking shifting shortsword is formed of rapidly vibrating air and magical energy, though it uses the same statistics as iron. The wooden hilt is adorned with four gems, representing the energies of acid, cold, fire, and electricity, that sparkle in sequence at random intervals.

Activate [F] Interact; Frequency once per round; Effect You draw magical energy from one of the gems. Roll 1d4.

Until the start of your next turn, the weapon gains the corresponding rune: 1—corrosive, 2—flaming, 3—frost, or 4—shock.

Activate [>>] command, envision; Frequency once per day; Requirements The blade has an energy rune from the first activation; Effect You call upon the energy stored in the blade to explode outward. The blade of four energies casts a 5th-level spell that depends on the active rune: acid arrow for corrosive, fireball for flaming, cone of cold for frost, or lightning bolt for shock.

Type blade of four energies; Level 13; Price 3,000 gp

Type greater blade of four energies; Level 18; Price 20,000 gp

The blade is a +3 greater striking shifting shortsword and gains the greater corrosive, greater flaming, greater frost, or greater shock runes instead of their base versions. When Activated to Cast a Spell, the blade casts the spell heightened to 7th level, and the DC is 38.

Secrets of Magic, page 180.

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Blade of Four Energies

Item 13

evocation magical 

Price 3,000 gp

Usage held in 1 hand; Bulk L

Category Held

This +2 greater striking shifting shortsword is formed of rapidly vibrating air and magical energy, though it uses the same statistics as iron. The wooden hilt is adorned with four gems, representing the energies of acid, cold, fire, and electricity, that sparkle in sequence at random intervals.

Activate [F] Interact; Frequency once per round; Effect You draw magical energy from one of the gems. Roll 1d4.

Until the start of your next turn, the weapon gains the corresponding rune: 1—corrosive, 2—flaming, 3—frost, or 4—shock.

Activate [>>] command, envision; Frequency once per day; Requirements The blade has an energy rune from the first activation; Effect You call upon the energy stored in the blade to explode outward. The blade of four energies casts a 5th-level spell that depends on the active rune: acid arrow for corrosive, fireball for flaming, cone of cold for frost, or lightning bolt for shock.
Main Item: Blade Of Four Energies

Secrets of Magic, page 180.

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Blade Of The Black Sovereign

Item 15

unique electricity evocation magical 

Price 6,500 gp

Usage held in 2 hands; Bulk 2

Category Held

This +2 greater striking shock greatsword is forged from standard-grade adamantine, with inlays of broken circuitry and a robot's ocular lens on the cross guard. A soft thrum comes from the blade, which you feel as a subtle pulse through the grip when wielding it.

It sparks when unsheathed, emitting dim light within 5 feet. On a hit against a foe made of metal, wearing metal armor, or using a metal shield, if the foe takes electricity damage from the blade, the makes the foe flat-footed for 1 round; if the Strike was a critical hit, it also makes them clumsy 1 for 1 round.

Activate [>>] command, Interact; Effect You cast the electric arc cantrip from the sword as an 8th-level primal spell, using 10 + your melee attack modifier with the Blade of the Black Sovereign as your spell DC.

LOL, page 76.

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Blade Of The Rabbit Prince

Item 15

rare magical transmutation 

Price 6,250 gp

Usage held in 1 hand; Bulk 1

Category Held

This +2 greater striking dancing shortsword has a golden handguard resembling a bird with outstretched wings. The sword's blade is broken halfway up its length, but this doesn't impair the sword's function.

Activate [>] command, Interact; Effect You attempt to Trip or Disarm an opponent using Thievery instead of Athletics, and you add the blade of the Rabbit Prince's item bonus to the check. You do not need to have a hand free if you're wielding the blade of the Rabbit Prince, and your target can be up to two sizes larger than you.

Craft Requirements You must craft the blade in the Harrowed Realm.

AoE4, page 79.

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Blade Thousand-Pains Fulu

Item 8

uncommon consumable fulu magical necromancy 

Price 90 gp

Usage affixed to a creature; Bulk —

Duration 1 minute

Category Consumable

Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu's type.

Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu's duration.

This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the manipulate or move trait on each of its turns, it takes 1d6 persistent slashing damage.

Main Item: Thousand-Pains Fulu

Treasure Vault, page 79.

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Bladed Diabolo

Item

uncommon backswing disarm finesse thrown 40 feet trip 

Price 20 sp

Bulk L

Damage 1d4 slashing

Hands 2

Category Advanced Melee Weapon; Group Flail

This weapon consists of two bladed discs joined by a central axel, and is spun on a rope whose ends are attached to wand-like sticks. The wielder can hurl the diabolo from the rope like a stone from a sling, or swing it on the rope in melee.

Extinction Curse #1: The Show Must Go On, page 77.

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Bladed Gauntlet

Item

uncommon agile finesse free-hand modular B, P, or S 

Price 5 gp

Bulk L

Damage 1d4 modular

Hands 1

Category Martial Melee Weapon; Group Brawling

A dagger attached to a retractable mechanism is integrated in this gauntlet's dorsum, so a combatant can quickly arm themself with a blade to exploit the weak points in an enemy's armor. Switching configurations on the gauntlet reveals or retracts the contained dagger as appropriate. The dagger isn't removable, and thus can't be wielded or etched with runes separately from the gauntlet.

LOKL, page 86.

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Bladed Hoop

Item

uncommon finesse sweep two-hand d8 

Price 25 sp

Bulk 1

Damage 1d6 slashing

Hands 0+

Category Advanced Melee Weapon; Group Knife

This circular hoop has blades along its outer edge. You can wield it in two hands (using the two-hand damage) or by spinning it around an arm. While you spin the hoop, it gains the free-hand trait. Setting the hoop spinning takes 1 Interact action. In addition to the normal restrictions of the free-hand trait, extended use of the arm for locomotion (such as to Climb) interferes with the hoop's spinning and forces you to Release the hoop. You can't spin a hoop underwater. Keeping the hoop spinning requires a free action each round, which has the concentrate and manipulate traits. You can keep a hoop spinning as an exploration activity, but doing so for more than 10 minutes makes you fatigued, similarly to Hustling.

Extinction Curse #1: The Show Must Go On, page 77.

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Bladed Scarf

Item

uncommon disarm finesse reach sweep trip 

Price 3 gp

Bulk 1

Damage 1d6 slashing

Hands 2

Category Martial Melee Weapon; Group Flail

The thin metal plates interwoven throughout this long scarf turn a fashion accessory into a deadly weapon.

Treasure Vault, page 25. Originally in LOGM.

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Blast Boots

Item 1

uncommon consumable gadget 

Usage worn (attached to footwear or feet); Bulk L

Activate [>] Interact

Category Consumable

These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 minute. When you Activate the blast boots, you can High Jump or Long Jump, without the need to Stride first. Higher-level versions increase the distance of your High Jump or Long Jump.

Type lesser; Level 1; Price 3 gp

Type moderate; Level 3; Price 11 gp

When you Activate the moderate blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 30 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 45 feet.

Type greater; Level 9; Price 140 gp

When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you Leap during the duration, you can move 30 feet in any direction, or your normal Leap distance, whichever is further.

Type major; Level 17; Price 2,750 gp

When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 120 feet. Additionally, for 1 minute, the major blast boots remain active, allowing you to clumsily fly through the air for the duration. You gain a 30-foot Fly speed for the duration, but any time you Fly, you are clumsy 1 until the start of your next turn.

Guns & Gears, page 67.

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Blast Foot

Item 6+

evocation invested magical 

Usage worn; Bulk 1

Category Prosthesis Assistive Item

These prosthetic feet and legs, created by dwarven alchemists and spellcasters together, are engraved with simple but effective evocation symbols on the ball and heel, empowering you to leap to great heights and blast foes with your feet.

Activate [>] envision; Frequency once per 10 minutes; Effect You blast off from the ground, using the force to leap through the air. The blast feet cast jump on you.
Activate [>>] envision, Interact; Frequency once per day; Effect You blast from your feet, dealing 4d6 force damage to all creatures in a 15-foot cone, with a basic Reflex save.

Type blast foot; Level 6; Price 250 gp

Type greater blast foot; Level 10; Price 1,000 gp

You can use the first activation once per minute, and the second activation unleashes a 30-foot cone that deals 8d6 damage.

LOTGB, page 73.

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Blast Foot

Item 6

evocation invested magical 

Price 250 gp

Usage worn; Bulk 1

Category Prosthesis Assistive Item

These prosthetic feet and legs, created by dwarven alchemists and spellcasters together, are engraved with simple but effective evocation symbols on the ball and heel, empowering you to leap to great heights and blast foes with your feet.

Activate [>] envision; Frequency once per 10 minutes; Effect You blast off from the ground, using the force to leap through the air. The blast feet cast jump on you.
Activate [>>] envision, Interact; Frequency once per day; Effect You blast from your feet, dealing 4d6 force damage to all creatures in a 15-foot cone, with a basic Reflex save.
Main Item: Blast Foot

LOTGB, page 73.

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Blast Lance

Item 4+

uncommon evocation fire magical 

Usage held in 2 hands; Bulk 2

Category Held

This weapon is a long +1 lance with a muzzle built into the pointed tip, allowing the user to fire the chamber after a successful melee attack. A barrel running down the length of the lance allows you to load firearm ammunition into the base of the weapon more easily than it might seem from the design. It takes 2 actions to reload a blast lance.

Activate [F] command; Trigger You strike a foe with the blast lance; Requirements The blast lance is loaded with a round; Effect You fire a blast of gunpowder through the weapon that deals 2d8 fire damage. The foe must attempt a DC 18 Fortitude save.Critical Success The target is unaffected by the blast of gunpowder and the blast lance misfires and jams (Guns & Gears 107, 153).Success The target takes half the fire damage.Failure The target takes the full fire damage and is pushed back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.Critical Failure The target takes double damage and is pushed back 10 feet. You can Stride after it, but you must move the same distance and in the same direction.

Type blast lance; Level 4; Price 100 gp

Type greater blast lance; Level 8; Price 500 gp

A greater blast lance is a +1 striking lance whose blast deals 3d8 fire damage instead of 2d8 fire damage. The Fortitude save DC is 24.

OoA3, page 74.

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Blast Lance

Item 4

uncommon evocation fire magical 

Price 100 gp

Usage held in 2 hands; Bulk 2

Category Held

This weapon is a long +1 lance with a muzzle built into the pointed tip, allowing the user to fire the chamber after a successful melee attack. A barrel running down the length of the lance allows you to load firearm ammunition into the base of the weapon more easily than it might seem from the design. It takes 2 actions to reload a blast lance.

Activate [F] command; Trigger You strike a foe with the blast lance; Requirements The blast lance is loaded with a round; Effect You fire a blast of gunpowder through the weapon that deals 2d8 fire damage. The foe must attempt a DC 18 Fortitude save.Critical Success The target is unaffected by the blast of gunpowder and the blast lance misfires and jams (Guns & Gears 107, 153).Success The target takes half the fire damage.Failure The target takes the full fire damage and is pushed back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.Critical Failure The target takes double damage and is pushed back 10 feet. You can Stride after it, but you must move the same distance and in the same direction.
Main Item: Blast Lance

OoA3, page 74.

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Blast Suit

Item 9

uncommon abjuration invested magical 

Price 650 gp

Usage worn armor; Bulk 2

Category Armor

Crafted from heavy steel plating and riveted together with cunning precision, this suit of +1 resilient full plate is specifically designed to protect against sudden explosions. This added layer of security comes at the cost of movement, however.

Activate [R] command; Trigger You're affected by an area effect that requires a Reflex save, or you would take splash damage from a scatter weapon; Effect The blast suit locks together into a rigid bulwark, protecting you from the blast but preventing you from moving from your position under any circumstances. You become immobilized, gain a +2 circumstance bonus to your Reflex save against area effects, and gain resistance 5 to all damage you would normally take from area effects and scatter splash damage (this doesn't damage the blast suit). These effects persist for as long as the suit remains in the locked position. You can Interact with the suit to unlock it.

OoA3, page 74.

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Part: 1 2 3 4 5

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