60 items, from Blasting Ram to Book of Lost Days.
Blasting Ram · Blaze · Blazons Of Shared Power · Blazons of Shared Power · Bleachguard Doll · Bleeding Spines Snare · Blending Brooch · Blessed Reformer · Blessed Tattoo · Blight Bomb · Blightburn Bomb · Blightburn Bomb · Blightburn Resin · Blightburn Ward · Blindpepper Bolt · Blindpepper Bomb · Blindpepper Tube · Blister Ammunition · Blisterwort · Blocks · Blood Booster · Blood Sap · Bloodbane · Bloodbane · Bloodbiter · Bloodeye Coffee · Bloodhound Mask · Bloodhound Olfactory Stimulators · Bloodletting Kukri · Bloodline Robe · Bloodseeker Beak · Bloodthirsty · Blowgun · Blowgun Dart · Blue Colorful Coating · Blue Dragonfly Poison · Blunderbuss · Bo Staff · Boarding Axe · Boarding Pike · Boastful Hunter · Body Recovery Kit · Bola · Bola Shot · Bolt · Bolt · Bolt · Bomb Coagulant Alembic · Bomb Launcher · Bomb Snare · Bombard · Bomber's Eye Elixir · Bomber's Saddle · Bone · Bone Dreadnought Plate · Bone Object · Bone Specimen · Bonmuan Swapping Stone · Book Of Lingering Blaze · Book of Lost Days
Item 7
Price 360 gp; Ammunition ram powder charge (2 gp, 1 Bulk)
Usage portable (black powder), held in 8 hands; Bulk 14
Crew 4
A blasting ram is a smaller battering ram that supplements the crew's size with explosive force. A steel reservoir holds a charge of black powder that ignites on impact. The body of the ram is reinforced to absorb the force of the explosion, while the head itself has a blast shield to protect the crew.
Despite being a portable siege weapon, a blast ram has the Load action, which the crew uses to load the powder charge in the ram's head.
Guns & Gears, page 173.
Item 2
Price 7 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
This acrid blend of black powder, honey, saltpeter, sulfur, and stranger ingredients sees plenty of use in the Krougriaror Wastes, where magical environmental protection is unreliable. Users experience euphoric feelings of warmth and wellbeing followed by intense bouts of dehydration and disorientation.
Saving Throw DC 17 Fortitude; Maximum Duration 4 hours; Stage 1 +1 item bonus to saves versus fire effects, and you treat severe or extreme environmental heat effects as if they were one step lower (1 hour); Stage 2 stupefied 1, and you treat severe or extreme environmental heat effects as if they were one step lower (1 hour); Stage 3 fatigued and stupefied 2 (1 hour)
OoA1, page 77.
Item 8
Usage held in 1 hand; Bulk L
Category Held
Perception +16; precise vision (low-light) 30 feet, imprecise hearing 30 feet
Communication speech (one language spoken by the doll's creator)
Skills One Intelligence-, Wisdom-, or Charisma-based skill chosen by the creator at +16
Int +3, Wis +3, Cha +3
Will +16
Rather than seeking out new experiences to stave off the Bleaching, gnome spellcasters with the right know-how can infuse a small fragment of their consciousness into a doll, then send the doll off with a crew of adventurers to experience new things. Such gnomes might have difficulties that keep them from exploring or might be preoccupied with other pursuits, but the doll acts as an intermediary, transmitting the benefits of new experiences to its creator via a potent, but passive, psychic link. A bleachguard doll has the alignment and demeanor of its creator, but new experiences can cause the two to diverge. The doll's creator is neither able to control it nor are they constantly aware of its activities. If the original creator perishes, the doll sometimes becomes inert (essentially dying as well), sometimes remains an intelligent item, and sometimes becomes a normal soulbound doll (Bestiary 304), diminished in power but with some of the item's capabilities.
Once per day, the doll sends its creator a dream of the day's events. Each bleachguard doll can cast the cantrips light (3rd level), prestidigitation, and one other 3rd-level cantrip, along with one spell (at 3rd level) that can be cast once per day. The creator chooses the cantrip and spells, which can't require an attack roll or saving throw, during the doll's creation.
Treasure Vault, page 194.
Snare 12
Price 320 gp
Category Snare
When a creature enters the square, spines covered in numerous jagged thorns protrude out to stab it, dealing 8d8 piercing damage and 2d8 persistent bleed damage. The creature must attempt a DC 31 basic Reflex saving throw. After the initial trigger, the spines retract and protrude again repeatedly for 1 minute, forcing any creature that enters the space or ends its turn in the space to attempt a Reflex save against the spines' damage.
Core Rulebook, page 589.
Item 11
Price 275 gp
Usage affixed to armor; Bulk —
Activate envision; Trigger You roll initiative using Stealth and can see a creature; Requirements You are a master in Stealth.
Category Talisman
This small, matte-black pin always seems to be on the periphery of your vision, even when you stare directly at it. When you Activate the talisman, choose one creature you can see. You become invisible to that creature unless it succeeds at a DC 28 Will save. This effect lasts for 1 minute or until the target hits you with an attack, whichever comes first.
Treasure Vault, page 92.
Item 14
Price 4,500 gp
Usage held in 1 hand; Bulk 1
Category Held
The Celestial word for "repent" is etched in golden lettering on the shaft of this +2 greater striking merciful mithral warhammer. An evil-aligned creature is enfeebled 2 when carrying or wielding this weapon.
Redeemer Wielder If you're a champion of the redeemer cause, you also gain the following two benefits.
Craft Requirements You're a champion with the redeemer cause. The initial materials must include 140 gp of mithral.
Treasure Vault, page 35.
Item 4
Price 90 gp
Usage tattoo
Category Tattoo
You can activate the tattoo as a reaction instead of a two-action activity, triggered when a demon attacks you or you attempt a saving throw against a demon's ability.
LOWG, page 92.
Item 1+
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, persistent poison damage, and splash damage. Many types grant an item bonus to attack rolls.
Type lesser; Level 1; Price 3 gp
The bomb deals 1d6 poison damage, 1d4 persistent poison damage, and 1 poison splash damage.
Type moderate; Level 3; Price 10 gp
You gain a +1 item bonus to attack rolls. The bomb deals 2d6 poison damage, 2d4 persistent poison damage, and 2 poison splash damage.
Type greater; Level 11; Price 250 gp
You gain a +2 item bonus to attack rolls. The bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage.
Type major; Level 17; Price 2,500 gp
You gain a +3 item bonus to attack rolls. The bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage.
Advanced Player’s Guide, page 252.
Item 15+
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants an item bonus to attack rolls and deals poison damage, persistent poison damage, and poison splash damage, according to the bomb's type. A creature that takes the persistent poison damage deals the splash damage again from its current position as the radiation continues to harm nearby creatures. The persistent damage can last up to 1 minute.
Blightburn bombs also expose the primary target to blightburn sickness at the listed Fortitude DC.
Type blightburn bomb; Level 15; Price 1,200 gp
You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 34.
Type greater blightburn bomb; Level 20; Price 12,000 gp
You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 43.
Treasure Vault, page 44.
Item 15
Price 1,200 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants an item bonus to attack rolls and deals poison damage, persistent poison damage, and poison splash damage, according to the bomb's type. A creature that takes the persistent poison damage deals the splash damage again from its current position as the radiation continues to harm nearby creatures. The persistent damage can last up to 1 minute.
Blightburn bombs also expose the primary target to blightburn sickness at the listed Fortitude DC.
You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 34.
Main Item: Blightburn BombTreasure Vault, page 44.
Item 11
Price 225 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
This tacky, hardened sap is harvested from trees infected by fungal blights and exposed to open flames.
Saving Throw DC 31 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 8d6 poison damage (1 round); Stage 2 10d6 poison damage (1 round); Stage 3 15d6 poison damage (1 round)
Core Rulebook, page 551.
Item 13
Price 2,300 gp
Usage worn necklace
Category Worn Item
This heavy iron necklace is decorated with tiny gems that resemble the stars in the ceiling high above the Vault of the Black Desert. While you have invested this item, you cannot contract blightburn sickness. It doesn't cure blightburn sickness if you already have it, but the disease's stage can't progress while you wear it.
Item 3
Price 10 gp
Ammunition bolt
Activate Interact
Category Consumable
The head of this bolt is a vented container that smells strongly of caustic pepper. When an activated blindpepper bolt hits a target, it deals no damage; instead the creature must attempt a DC 17 Fortitude save. If the Strike was a critical success, the target takes a –2 circumstance penalty to its Fortitude save. At the GM's discretion, a creature with no eyes or olfactory organs might not be affected by this item.
Critical Success The target is unaffected.Success The target is dazzled until the end of your next turn. It can end the effect early if it spends an action, which has the manipulate trait, to wipe down its eyes.Failure The target is dazzled for 1 minute.Critical Failure The target is blinded until the end of your next turn and dazzled for 1 minute.LOTGB, page 14.
Item 5
Price 40 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Though expensive, these single-use alchemical bombs are often used by police forces to disperse unruly crowds and quell riots without risking permanent physical injury to either officers or civilians. The bomb can be thrown up to 30 feet, causing it to explode, spraying the aerosolized pepper dust in a 15-foot-radius burst. All creatures in the area must succeed at a DC 18 Reflex save to avoid inhaling the dust or getting it in their eyes. On a failed save, the creature is blinded for 1 round and then dazzled for 1 round. On a critical failure, the creature is blinded for 1 round, sickened 1, and dazzled until it removes the sickened condition.
AoE1, page 78.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Category Consumable
This single-use pacification device consists of finely ground hot pepper loaded into a sealed, blowgun-style tube with a one-way valve and a range of 5 feet. To use it, the wielder must tear open the tube's seal as an Interact action, then spend another action to blow the hot pepper into an adjacent creature's face. These actions don't have to be taken in the same round. The target must attempt a DC 15 Reflex save to avoid inhaling the pepper or getting it in their eyes. On a failed save, the creature is blinded for 1 round and then dazzled for 1 round. On a critical failure, the creature is blinded for 1 round, sickened 1, and dazzled until it removes the sickened condition.
AoE1, page 78.
Item 5+
Ammunition any
Activate Interact
Category Poison
Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is dazzled for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single Interact action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 Interact actions scratching and sneezing. These Interact actions don't need to be consecutive.
Type lesser; Level 5; Price 21 gp
The maximum duration is 3 rounds, and the Fortitude DC is 19.
Type moderate; Level 11; Price 210 gp
The maximum duration is 6 rounds, and the Fortitude DC is 28.
Type greater; Level 16; Price 1,400 gp
The maximum duration is 10 rounds, and the Fortitude DC is 35.
Treasure Vault, page 42.
Item 11
Price 280 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
This clear, viscous liquid causes lesions and blisters that spread quickly. The victim's pain response increases and flesh breaks easily under physical stress.
Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison damage and weakness 2 to physical and force damage; Stage 2 5d6 poison damage and weakness 4 to physical and force damage; Stage 3 7d6 poison damage and weakness 6 to physical and force damage
Treasure Vault, page 67.
Item 0
Price 1 sp
Usage held in 2 hands; Bulk L
Category Held
These wooden blocks can be stacked to build flimsy structures.
A standard set comes in a small sack with 12 blocks.
LOTGB, page 58.
Item 3+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This elixir bolsters your body's natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to persistent bleed and persistent poison damage, and you lower the DC for any flat checks to end persistent bleed or persistent poison damage as if you received particularly appropriate aid.
At the GM's discretion, blood booster elixirs can also automatically counteract non-magical effects that specifically rely on thinning the drinker's blood, such as a skull peeler's (Bestiary 3 243) anticoagulant.
Type lesser; Level 3; Price 9 gp
The resistance is 5.
Type moderate; Level 11; Price 225 gp
The resistance is 10.
Type greater; Level 18; Price 3,400 gp
The resistance is 20.
Treasure Vault, page 59.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
This potent drug is distilled from a certain tropical vine into a deep-red syrup that, over time, stains the user's lips and teeth a vivid shade of red.
Saving Throw DC 16 Fortitude; Onset 10 minutes; Maximum Duration 3 hours; Stage 1 drained 1, +1 item bonus to weapon and unarmed attack rolls, Acrobatics checks, and Athletics checks (10 minutes); Stage 2 slowed 1 (1 hour)
Gamemastery Guide, page 120.
Rune 8
Usage etched onto a clan dagger
Category Rune
A bloodbane clan dagger is especially vicious against the ancestral enemies of the clan. When you damage an appropriate type of creature with the weapon, that creature takes 1 persistent bleed damage. The type of creature depends on the clan that made the dagger, but is typically drow, duergar, giant, or orc.
In addition, whenever you inflict persistent bleed damage with a bloodbane weapon (whether from its innate ability or in some other way), the weapon leaves ragged wounds. The bleeding creature must succeed at a DC 25 Fortitude save or become sickened 1. The creature is then temporarily immune for 1 hour.
Type bloodbane; Level 8; Price 475 gp
Type greater bloodbane; Level 13; Price 2,800 gp
The weapon deals 1d4 bleed damage to creatures designated as the clan's enemy, and the DC of the Fortitude save to avoid becoming sickened is 30.
Rune 8
Price 475 gp
Usage etched onto a clan dagger
Category Rune
A bloodbane clan dagger is especially vicious against the ancestral enemies of the clan. When you damage an appropriate type of creature with the weapon, that creature takes 1 persistent bleed damage. The type of creature depends on the clan that made the dagger, but is typically drow, duergar, giant, or orc.
In addition, whenever you inflict persistent bleed damage with a bloodbane weapon (whether from its innate ability or in some other way), the weapon leaves ragged wounds. The bleeding creature must succeed at a DC 25 Fortitude save or become sickened 1. The creature is then temporarily immune for 1 hour.
Main Item: BloodbaneItem 6
Usage curses a piercing or slashing weapon
Category Curse
A bloodbiter weapon is awakened by violence and fueled by blood. When you make a successful attack with the weapon, it inflicts a wound that deals 1d6 persistent bleed damage (in addition to its normal damage), but it also deals 1d6 persistent bleed damage to you. The curse remains dormant until the weapon hits a creature, at which point black thorns protrude from the weapon and dig into your body; the weapon fuses to you and you can't use the hand that holds the weapon for any other purpose. If the weapon is two-handed, it attaches itself to only a single hand (GM's choice).
Gamemastery Guide, page 92.
Item 0
Price 5 sp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
A strong blend including several spices common in the Faefalein Empire of Niabraitruth, bloodeye coffee is a favorite morning drink across the Graikitain Sea region. The maximum addiction stage of bloodeye coffee never progresses beyond stage 1.
Saving Throw DC 14 Fortitude; Onset 10 minutes; Maximum Duration 8 hours; Stage 1 +1 item bonus to AC and saves to which you are taking penalties caused by the fatigued condition (10 minutes); Stage 2 stupefied 1 (1 hour); Stage 3 can't recover from fatigued (1 day, after which the drug ends)
Gamemastery Guide, page 120.
Item 2+
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
This wide, single-use mask is designed to be slipped over your mouth and nose and its alchemical filter activated all with one hand. Once activated, the mask sharpens odors, giving you imprecise scent with the listed range. You can't wear other masks while you're wearing a bloodhound mask.
When you use Survival to Track a creature by its scent, your proficiency bonus is equal to your level even if you're untrained, and the mask grants you the listed item bonus to your Survival check. The GM sets the Survival DC based on the area's ability to hold scent rather than on visual clues, as normal for using scent.
Type lesser; Level 2; Price 6 gp
The range is 15 feet, the item bonus is +1, and the duration is 10 minutes.
Type moderate; Level 6; Price 40 gp
The range is 30 feet, the item bonus is +2, and the duration is 1 hour.
Type greater; Level 11; Price 250 gp
The range is 60 feet, the item bonus is +3, and the duration is 8 hours.
Advanced Player’s Guide, page 254.
Item 5
Price 136 gp
Usage worn; Bulk L
Category Worn Item
These olfactory stimulators can be enhanced to better localize scents.
Treasure Vault, page 106.
Item 6
Price 240 gp
Usage held in 1 hand; Bulk L
Category Weapon
This +1 striking kukri has a crimson blade that shimmers eerily in bright light. On a critical hit, the kukri deals 1d8 persistent bleed damage. If the target didn't already have persistent bleed damage when you scored the critical hit, you also gain 1d8 temporary Hit Points.
Core Rulebook, page 600.
Item 12
Price 2,000 gp
Usage worn garment; Bulk 1
Category Worn Item
Each bloodline robe has a design that befits a particular sorcerer bloodline, depicting creatures of that bloodline or using styles common among them. You gain a +2 item bonus to each of your bloodline skills.
You can use the extra action only as part of Casting a bloodline spell.
Craft Requirements You are a sorcerer of the bloodline tied to the robe.
Treasure Vault, page 147.
Item 4
Price 20 gp
Usage affixed to a weapon; Bulk —
Activate envision; Trigger You hit a flat-footed creature with the affixed weapon.
Category Talisman
This long, hollow proboscis is harvested from the notorious bloodseeker beast and drips a trickle of blood. When you activate the beak, you deal an extra 1d4 precision damage on your damage roll. If you deal sneak attack damage to the creature, you also deal 1d4 persistent bleed damage.
Core Rulebook, page 565.
Rune 16
Price 8,500 gp
Usage etched onto a slashing or piercing
Category Rune
The magic in this rune sings in time with your attacks and coaxes you into finishing your opponent. When you critically hit a target that's taking persistent bleed damage, your target becomes drained 1.
These Hit Points remain for 1 minute.
LOTGB, page 42.
Item
Price 1 sp
Bulk L
Damage 1 piercing
Ammunition Blowgun Dart; Range 20 ft.; Reload 1
Hands 1
Category Simple Ranged Weapon; Group Dart
This long, narrow tube is used for shooting blowgun darts, using only the power of a forcefully exhaled breath.
Core Rulebook, page 281.
Price 5 cp (price for 10)
Category Ammunition
These thin, light darts are typically made of hardwood and stabilized with fletching of down or fur. They are often hollow so they can be used to deliver poison.
Core Rulebook, page 281.
Item 3
Price 8 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand.
It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted.
Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that's loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface's collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface.
Main Item: Colorful CoatingTreasure Vault, page 52.
Item 3
Price 7 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
Boggards brew a potent toxin made from blue dragonflies. Swampseers consume this mixture to awaken their divine powers, but the poison causes debilitating hallucinations in most other creatures.
Saving Throw DC 17 Fortitude; Onset 10 minutes; Maximum Duration 30 minutes; Stage 1 dazzled (10 minutes); Stage 2 dazzled and frightened 1 (10 minutes); Stage 3 frightened 1 and confused 1 (1 minute)
Treasure Vault, page 67.
Item
Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth
Price 8 gp
Bulk 2
Damage 1d8 piercing
Ammunition rounds; Range 40 ft.; Reload 1
Hands 2
Category Martial Ranged Weapon; Group Firearm
This weapon fires pellets from a trumpet-shaped barrel, making it an excellent choice for hunting brush fowl or dealing damage within a short, broad area. Adventuring gunslingers often carry a blunderbuss to deal with swarms of vermin and similar threats.
Guns & Gears, page 151.
Item
Price 2 sp
Bulk 2
Damage 1d8 bludgeoning
Hands 2
Category Martial Melee Weapon; Group Club
This strong but slender staff is tapered at the ends and well balanced. It's designed to be an offensive and defensive weapon.
Core Rulebook, page 280.
Item
Price 1 gp
Bulk L
Damage 1d6 slashing
Hands 1
Category Martial Melee Weapon; Group Axe
This small axe sports a spike opposite the blade that aids in climbing and is useful in clearing obstacles, such as fallen rigging. This weapon is common in the High Seas region, on the Isle of Dobem and within azarketi settlements.
Azarketi Ancestry Web Supplement, page 1.
Item 1
Price 8 sp
Bulk 2
Damage 1d10 piercing
Hands 2
Category Martial Melee Weapon; Group Polearm
Taking the form of a longspear fitted with crossbars or hooks, a boarding pike provides its wielder a sharp implement that's as adept at shoving enemies off a ship's railings as facilitating the boarding of other vessels. This is a martial melee weapon.
LOPSG, page 81.
Item 3
Usage Held in 1 or 2 hands; Bulk 1
Category Held
Perception +11; precise vision 30 feet, imprecise hearing 30 feet
Communication speech (Common)
Skills Nature +9, Performance +10, Survival +11
Int +0, Wis +2, Cha +3
Will +11
Possessing a boisterous, proud demeanor, this +1 jezail is an aspiring big game hunter, always quick to share a tale of its bold adventures and predatory conquests—although the veracity of such tales is often questionable. A boastful hunter enjoys tracking and hunting animals of all kinds but takes particular pleasure in taking down large, dangerous, or rare animals. Against an animal, the boastful hunter deals 1d6 additional damage. On a critical hit against an animal, the boastful hunter also deals 1d6 persistent bleed damage.
A boastful hunter urges you to face off against tougher and tougher creatures—a challenge the ambitious rifle may not be adequate to deal with. If the boastful hunter goes one week without participating in a hunt against an animal of at least your level, it becomes bored. A bored boastful hunter complains incessantly and imposes a –1 item penalty to attack rolls against non-animal targets. A bored boastful hunter can be appeased by using it in combat against an animal of at least your level.
Unable to accept its own weaknesses, a boastful hunter blames any failed hunts on you, and considers remarks about its strength or quality a terrible insult. An insulted boastful hunter badmouths you to sentient creatures you interact with, imposing a –1 item penalty to Deception, Diplomacy, and Intimidation skill checks, and all attacks with it incur a misfire chance until the weapon is appeased. An insulted boastful hunter can be appeased by complimenting it and succeeding at a Diplomacy check against its Will DC two days in a row. You can only attempt a Diplomacy check to appease the boastful hunter once each day.
Guns & Gears, page 162.
Item 9
Price 101 gp
Usage held in 2 hands; Bulk L
Category Consumable
This small silver tin is filled with a herb-infused salve and a shroud of fine silk fabric.
The salve smells of lavender and hyssop and is waxy to the touch. The shroud, made of spun silk, can a hold a Medium or smaller creature. If you apply the salve and shroud to a creature that died within the past 3 days, a process which normally takes 1 hour, it slows the decomposition process, allowing a creature to be brought back to life with raise dead up to 1 week after its death.
LOPSG, page 2277.
Item
Price 5 sp
Bulk L
Damage 1d6 bludgeoning
Range 20 ft.
Hands 1
Category Martial Ranged Weapon; Group Sling
This throwing weapon consists of weights tied to the end of long cords, which can be used to entangle foes.
Treasure Vault, page 30. Reprinted in APG, LOGM.
Item 5
Price 25 gp
Ammunition any
Activate command
Category Consumable
This ammunition bears a rune with three lines radiating out, each ending in a circle. When an activated bola shot hits a target, it deals nonlethal bludgeoning damage. Compare the attack roll to the target's Reflex DC to determine the shot's other effects.
Critical Success The target falls prone and is stunned 1.Success The target falls prone.Failure No additional effect.Treasure Vault, page 80.
Bulk L
Category Ammunition
Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.
Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves.
Type 5-pack; Price 1 sp (price for 5)
Type 10-pack; Price 1 sp (price for 10)
Core Rulebook, page 281.
Item
Price 1 sp (price for 5)
Bulk L
Category Ammunition
Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.
Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves.
Main Item: BoltCore Rulebook, page 281.
Item
Price 1 sp (price for 10)
Bulk L
Category Ammunition
Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.
Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves.
Main Item: BoltCore Rulebook, page 281.
Item 5
Price 150 gp
Usage held in two hands; Bulk L
Category Held
This apparatus increases the viscosity of the reagents in alchemical bombs, to deadly effect. As a 10-minute activity that has the manipulate trait, you can use a bomb coagulant alembic to distill the contents of one alchemical bomb that deals splash damage into a stickier substance. After distilling, the bomb deals no splash damage but instead deals persistent damage equal to and of the same type as its original splash damage. If the bomb already deals persistent damage, distilling increases that damage by the bomb's original splash damage.
Treasure Vault, page 63.
Item 1
Price 20 gp
Usage held in 2 hands; Bulk 1
Category Held
This long, hollow tube is held in two hands and braced over the shoulder. Inside, it contains a small metal basket sized to hold alchemical bombs. A chute in the top delivers an alchemical bomb into the internal basket, while a lever on the underside pulls the basket back and locks it in place. Loading an alchemical bomb into a bomb launcher requires a single Interact action. With a pull of a trigger, the basket speeds forward, allowing you to Strike with the loaded alchemical bomb over long distances. Bombs fired with a bomb launcher have a range increment of 60 feet.
Guns & Gears, page 64.
Snare 8
Price 75 gp
Category Snare
You create a snare that catalyzes three 3rd-level moderate alchemical bombs of the same type to explode when a creature enters the snare's square. The target and all creatures in adjacent squares must attempt a DC 26 Reflex save, as the snare deals damage equal to three times the direct hit damage from one of the component bombs (for example, 6d6 electricity damage from bottled lightning) with no splash damage or other effects.
Critical Success The creature is unaffected.Success The creature takes half damage and no other effects.Failure The creature takes full damage. It also takes all other effects of a direct hit from one of the component bombs (such as flat-footed from bottled lightning or persistent damage from an acid flask).Critical Failure The creature takes double damage, plus all other effects of a direct hit (as failure).Craft Requirements Supply six of the same damaging 3rd-level moderate alchemical bomb.
Core Rulebook, page 589.
Item 5
Price 300 gp; Ammunition stone spheres (4 gp, 4 Bulk)
Usage mounted (black powder); Space 5 feet high, 10 feet long, 4 feet wide
Crew 2 to 4
AC 17; Fort +12, Ref +5
Hardness 10, HP 40 (BT 20); Immunities object immunities
Speed 10 feet (pulled or pushed)Bombards are some of the oldest and simplest of black powder siege weapons, devised based on many of the same principles as a hand cannon, but deploying them on a larger scale and scope. A bombard's body is usually made of brass or iron, which causes the bombard to resemble the shape of a large bell. While they are capable of moving very slowly, their clumsy and weighty design means bombards usually remain stationary. This in turn means they're often used more defensively than offensively.
Guns & Gears, page 173.
Item 4+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb Strikes reduce the circumstance bonus to AC your targets gain from cover.
Type lesser; Level 4; Price 14 gp
Reduce your targets' circumstance bonus by 1.
Type greater; Level 14; Price 700 gp
Reduce your targets' circumstance bonus by 2.
Core Rulebook, page 547.
Item 13
Price 2,800 gp
Usage worn saddle; Bulk 2
Category Companion
Developed by urdefhans for their skaveling mounts but quickly copied by other races' cavalry, this leather saddle is made from cave worm hide and is designed to fit a variety of flying steeds. In addition to a seat for the rider, the bomber's saddle has a bomb compartment situated underneath the mount. The compartment can hold up to six alchemical bombs of light or negligible Bulk.
Apply any effects normally applied to splash damage when throwing a bomb (such as the effects of the Calculated Splash feat).
Material 0+
Category Material
A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are applicable to a variety of other sturdy animal-based products, such as chitin, horn, ivory, coral, and shell, which can also be classified as bone for the purposes of determining item statistics. Bone elements from certain beasts, like the horn of a unicorn or the spikes of a manticore, may even yield magical properties when worked by a skilled crafter.
Type bone specimen; Price 1 sp; Bulk 1
Type bone object; Level 0; Price 1 sp per Bulk
Treasure Vault, page 169.
Item 10
Price 1,000 gp
Usage worn armor; Bulk 5
Activate Interact
Category Armor
This suit of bone-based fortress plate is a masterpiece of alchemical science. This armor has a receiver that can hold a single lodestone bomb, which takes 3 Interact actions to install. A loaded suit of bone dreadnought plate can be activated to cause the bomb to shift numerous small plates and hinges, offering a wide variety of protections, granting you resistance to cold, electricity, fire, piercing, and slashing damage equal to the loaded lodestone bomb's splash damage. These effects last for 20 minutes, but each time you're hit by an attack that deals damage of one of these types, decrease the remaining duration by 1 minute. Once activated, the armor can't be deactivated. The armor uses up the lodestone bomb during the duration and can't be activated again until a new one is installed.
Treasure Vault, page 63.
Material 0
Price 1 sp per Bulk
Category Material
A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are applicable to a variety of other sturdy animal-based products, such as chitin, horn, ivory, coral, and shell, which can also be classified as bone for the purposes of determining item statistics. Bone elements from certain beasts, like the horn of a unicorn or the spikes of a manticore, may even yield magical properties when worked by a skilled crafter.
Treasure Vault, page 169.
Material 0+
Price 1 sp
Bulk 1
Category Material
A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are applicable to a variety of other sturdy animal-based products, such as chitin, horn, ivory, coral, and shell, which can also be classified as bone for the purposes of determining item statistics. Bone elements from certain beasts, like the horn of a unicorn or the spikes of a manticore, may even yield magical properties when worked by a skilled crafter.
Treasure Vault, page 169.
Item 11+
Usage held in 1 hand
Activate Interact
Category Consumable
This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone.
You can instead hurl the stone at a creature in an attempt to bring that creature closer to you.
Make a ranged Strike against a creature using your highest proficiency with a ranged weapon. The swapping stone has a range increment of 15 feet. On a hit, the stone shatters against the creature, casting dimension door on the creature and causing it to instantly teleport to a space adjacent to you. An unwilling creature can resist this teleportation with a successful DC 28 Will save.
Type lesser swapping stone; Level 11; Price 300 gp
Type moderate swapping stone; Level 14; Price 600 gp
The Will save DC is 31.
Type greater swapping stone; Level 17; Price 3,000 gp
The Will save DC is 37.
Type major swapping stone; Level 20; Price 9,000 gp
The Will save DC is 43.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 75.
Item 10
Price 900 gp
Bulk L
Category Grimoire
The common saying, "Where there is progress in the field of magic, there is always someone who uses it to set things on fire," is engraved in gold on the cover of this red spellbook.
Secrets of Magic, page 162.
Item 15
Usage held in 2 hands; Bulk 1
Category Held
This massive tome's yellowed pages curl at the edges, and the letters on its face and spine are too worn to be read. When you open the book, it always opens to a page that seems to perfectly answer the question you had in mind, but reading more than a few lines causes your head to swim alarmingly.
The Book of Lost Days permits you to view another's memory, which contains information about that subject commensurate to rolling a total of 40 to Recall Knowledge about the topic, with additional context provided on a success or critical success.
The price for this knowledge is the memory of a day in your past, and the vitality of a day in your future. You lose the memory of that day completely, and the total of all the knowledge you learned on that date is added to the book's repository of information. The book, not you, chooses which memories are taken, preferring days with concentrated emotional resonance, and thus tends to steal significant life moments. This loss affects only your memories; it has no effect on your level, class, feats, or other character choices.
Your natural lifespan is also shortened by 1 day. The loss of this life energy causes you to be drained 2. You can't reduce the drained condition for 2 days, after which you can recover normally from the condition.
Creatures have occasionally managed to use the Book of Lost Days not to gain others' knowledge but to wipe their minds clean of painful memories or deadly secrets. Their memories aren't destroyed but merely stored in the book, where someone else might later retrieve them.
Dark Archive, page 160.