Items: B (Part 5 of 5)

29 items, from Brilliant Rapier to Bythos Conrasu Coin.

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Brilliant Rapier · Brimstone Fumes · Bring Me Near · Broadspear · Bronze Bull Pendant · Brooch Of Inspiration · Brooch of Inspiration · Brooch of Shielding · Broom of Flying · Bubbling Scale · Buckle Armor · Buckler · Bull Heartening Missive · Bull's Eye Lantern · Bullhook · Buoyancy Vest · Burl Thousand-Pains Fulu · Burning Badger Guts Snare · Burnished Plating · Burr Shield · Busine of Divine Reinforcements · Butchering Axe · Butterfly · Butterfly Heartening Missive · Butterfly Sword · Buugeng · Buzzsaw Axe · Buzzsaw Axe · Bythos Conrasu Coin

Brilliant Rapier

Item 14

uncommon evocation light magical 

Price 4,500 gp

Usage held in 1 hand; Bulk L

Category Held

This +2 brilliant greater striking rapier is formed entirely out of radiant energy, even more so than a usual brilliant weapon, and has left its physical form behind entirely. Instead of dealing piercing damage, it deals fire damage, and in addition to a rapier's normal weapon traits, it gains the versatile good or positive trait.

LOTGB, page 10.

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Brimstone Fumes

Item 16

alchemical consumable evil inhaled poison 

Price 1,500 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

Fumes from the forges of Hell drain health and strength alike.

Saving Throw DC 36 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 7d6 poison damage and enfeebled 1 (1 round); Stage 2 8d6 poison damage and enfeebled 2 (1 round); Stage 3 10d6 poison damage and enfeebled 3 (1 round)

Core Rulebook, page 551.

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Bring Me Near

Item 12

uncommon conjuration magical teleportation 

Price 1,800 gp

Usage held in 2 hands; Bulk L

Category Held

This collapsible fine spyglass consists of 3 leather tubes that slide into one another. The edge of each is trimmed in silver, and the lenses are made of finely crafted glass. While looking through it, you gain a +2 item bonus to any Perception checks made involving sight.

Activate 1 minute (envision, Interact); Frequency once per day; Effect You focus on any spot you can see within 5 miles through the spyglass and rotate its parts in a meticulous order. You and up to 4 willing creatures adjacent to you are instantly teleported to that spot.

If there's not enough room for everyone, only you are transported. If there's not enough room for you, the teleportation fails.

Treasure Vault, page 114.

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Broadspear

Item

reach sweep versatile S 

Price 2 gp

Bulk 2

Damage 1d10 piercing

Hands 2

Category Advanced Melee Weapon; Group Spear

The spearhead of this weapon is in the shape of a long leaf.

LOIL, page 221.

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Bronze Bull Pendant

Item 2

consumable evocation magical talisman 

Price 7 gp

Usage affixed to armor; Bulk —

Activate [F] envision; Trigger You attempt an Athletics check to Shove, but you haven't rolled yet; Requirements You are trained in Athletics.

Category Talisman

This pendant is forged from grainy steel and depicts a snorting bull's face. The pendant must be attached to the chest area or on a shoulder guard. When you activate the pendant, you gain a +2 status bonus to the Athletics check to Shove, and if you roll a critical failure on the check, you get a failure instead.

Core Rulebook, page 566.

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Brooch Of Inspiration

Item 8+

uncommon divination invested magical 

Usage worn

Category Worn Item

This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus to checks to Recall Knowledge with Lore skills.

Activate [>>] envision (fortune); Frequency once per day; Effect You think hard on a topic and receive a sudden inspiration. You attempt to Recall Knowledge using Lore.

On this check, you roll twice and take the higher result.

Type brooch of inspiration; Level 8; Price 425 gp

Type greater brooch of inspiration; Level 11; Price 1,200 gp

The item bonus is +2, and the frequency for the activation is once per hour.

Type major brooch of inspiration; Level 17; Price 12,500 gp

The item bonus is +3 and applies to all checks to Recall Knowledge with any skill. The activation has a frequency of once per 10 minutes, takes only a single action to activate, and you can attempt to Recall Knowledge with any skill.

LOTGB, page 110.

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Brooch of Inspiration

Item 8

uncommon divination invested magical 

Price 425 gp

Usage worn

Category Worn Item

This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus to checks to Recall Knowledge with Lore skills.

Activate [>>] envision (fortune); Frequency once per day; Effect You think hard on a topic and receive a sudden inspiration. You attempt to Recall Knowledge using Lore.

On this check, you roll twice and take the higher result.

Main Item: Brooch Of Inspiration

LOTGB, page 110.

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Brooch of Shielding

Item 2

uncommon abjuration invested magical 

Price 30 gp

Usage worn; Bulk —

Category Worn Item

This piece of silver or gold jewelry is adorned with miniature images of kite shields and can be used to fasten a cloak or cape. The brooch automatically absorbs magic missile spells targeting you. A brooch of shielding can absorb 30 individual magic missiles before it melts and becomes useless.

Sometimes when found, a brooch of shielding has already absorbed a number of missiles.

Core Rulebook, page 607.

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Broom of Flying

Item 12

magical transmutation 

Price 1,900 gp

Usage held in 1 hand; Bulk 1

Category Held

This broom has a tenuous connection to gravity, and it tends to drift even while stowed. You can ride on the broom using one hand to guide it, and the broom can carry up to one passenger in addition to you. The broom moves at a fly Speed of 20 feet.

The broom can carry only so much, taking a –10-foot penalty to its Speed if laden with more than 20 Bulk, and crashing to the ground if it carries more than 30 Bulk.

Activate [>>] command, Interact; Effect You name a destination on the same plane, and the broom speeds toward it at a fly Speed of 40 feet. You must either clutch the broom with two hands in order to ride it, or you need to release the broom to send it off with no rider. If you don't have a good idea of the location, layout, and general direction of the destination, or if your named destination is on another plane, the broom wanders aimlessly, circling back to its starting location after 30 minutes.

If the broom carries a rider, this activation lasts until 4 hours pass (typically 16 miles of travel), the broom reaches its destination, or you Dismiss the activation.

If the broom doesn't have a rider, the activation lasts until the broom reaches its destination. When the activation ends, the broom floats to the ground and can't be activated again for 1 hour.

Core Rulebook, page 572.

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Bubbling Scale

Item 2

uncommon consumable magical transmutation 

Price 5 gp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

This dark, iridescent scale is about the size of a small coin. When you swallow the scale, you immediately grow a patch of scales that cover the majority of your body. For 1 hour, you can hold your breath for 15 rounds plus your Constitution modifier (instead of 5 rounds + your Constitution modifier) before drowning. It has no effect in non-aquatic environments that require you to hold your breath. After this time, the scales wither and fall off your body.

Threshold of Knowledge, page 10.

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Buckle Armor

Item

adjusted storage noisy 

Price 4 gp

Bulk 1

AC Bonus +2; Dex Cap +3

Strength 12; Check Penalty –-1; Speed Penalty —

Category Light Armor; Group Leather

Shoumeistai style once led famous adventurers to wear clothing with an unusual number of buckles, pouches, and straps. This fashion birthed a trend that led to "buckle armor," a colloquial name for chic armor with spacious tool storage. Buckle armor comes with the storage armor adjustment.

Treasure Vault, page 9.

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Buckler

Item

Price 1 gp

Bulk L

AC Bonus +1; Hardness 3; HP 6; BT 3

Speed Penalty —

Category Shield; Group Shield

This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.

Core Rulebook, page 277.

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Bull Heartening Missive

Item 6

abjuration consumable magical missive 

Price 50 gp

Usage held in 1 hand; Bulk —

Activate [>>] envision, Interact

Category Missive

You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours.

It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours.

If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non‑magical when it arrives. After imparting or losing its magic, the missive remains as a normal document.

Folded into a bull, this missive grants the recipient a sense of solidity. The recipient gains a +1 item bonus to Fortitude saves for the next 24 hours.

Main Item: Heartening Missive

Treasure Vault, page 85.

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Bull's Eye Lantern

Item

Price 1 gp

Bulk 1

Hands 1

Category Adventuring Gear

A lantern sheds bright light and requires 1 pint of oil to function for 6 hours.

A bull's-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet).

Main Item: Lantern

Core Rulebook, page 288.

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Bullhook

Item 3+

uncommon enchantment magical 

Usage held in 1 hand; Bulk 1

Category Held

A bullhook is a stout rod about 4 feet long with a blunt hook on the end. Too dull to be useful as a weapon, a bullhook is instead used to direct animals in training or in performing their tasks. A bullhook grants you an item bonus to Nature checks to Command an Animal while you are holding it.

Activate [>>] command, Interact; Frequency once per day; Effect You wave the bullhook to produce the effects of a command spell. This spell loses the linguistic trait and can target only animals.

Type standard; Level 3; Price 55 gp

The item bonus is +2, the command spell is 1st level, and the DC is 18.

Type greater; Level 12; Price 1,900 gp; Craft Requirements Supply a casting of command of the appropriate level.

The item bonus is +2, the command spell is 5th level, and the DC is 30.

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

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Buoyancy Vest

Item

Price 5 gp

Bulk 1

Category Adventuring Gear

This canvas vest has been filled with cork shavings, tightly folded, and sewn shut. Wearing a buoyancy vest allows you to float in water with a lowered risk of sinking. If you end your turn in water while wearing a buoyancy vest and haven't succeeded at a Swim action that turn, attempt a DC 5 flat check. On a success, you do not sink, though you can still get moved by the current, as determined by the GM. The GM can also determine whether the vest is more or less effective in different weather conditions, raising the DC in rough waters or lowering the DC in calm water.

LOPSG, page 114.

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Burl Thousand-Pains Fulu

Item 17

uncommon consumable fulu magical necromancy 

Price 2,700 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.

Though this green fulu looks inviting, it has a foreboding aura.

The DC is 35, and the fulu deals 10d8 poison damage, causing the target's body to respond adversely to their ki. On a failure or critical failure, if the target takes fire damage, it takes 2d8 persistent poison damage as well. These effects have the poison trait.

Main Item: Thousand-Pains Fulu

Treasure Vault, page 79.

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Burning Badger Guts Snare

Snare 10

uncommon consumable fire mechanical snare trap 

Price 170 gp

Category Snare

When a creature enters the trapped square, putrefied badger guts coated in hyper-flammable oil and several other incendiary reactants catch fire and are dumped in the snare's square, as well as up to two adjacent squares that you choose when you set the snare. The burning oil deals 5d8 fire damage to any creatures in the affected squares. Those creatures must attempt a DC 27 Fortitude save.

Critical Success The creature is unaffected.Success The creature takes half damage and 1d8 persistent fire damage.Failure The creature takes full damage and 2d8 persistent fire damage, and is sickened 1.Critical Failure As failure, but the creature is sickened 2.

LOTGB, page 26.

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Burnished Plating

Item 1

uncommon adjustment 

Price 5 gp

Usage applied to metal armor; Bulk L

Category Armor Adjustment

These highly polished metal plates can be added to any armor. While wearing armor with burnished plating, you gain the Sunshine! reaction. However, you take a –4 circumstance penalty to Stealth checks except in darkness, and your armor's Strength entry increases its value by 2, requiring you to have a higher Strength score to overcome the armor's penalties. Even if you meet your armor's new Strength entry, you still take the penalty to Stealth checks. When you are critically hit by an attack that deals bludgeoning damage, burnished plating stops working until someone spends 10 minutes repairing and polishing it; this doesn't require a Crafting check.

Sunshine! [R] Trigger A creature you can see targets you with an attack; Requirements You are in an area of bright light; Effect You twist to reflect light in your foe's eyes. The attacking creature must succeed at a DC 3 flat check or the attack fails. The attacker doesn't need to roll this flat check if it has a precise sense other than vision or if it would already need to roll a flat check with a higher DC to target you, such as if you are concealed or hidden.

LOTGB, page 104.

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Burr Shield

Item 5

magical necromancy 

Price 160 gp

Usage held in 1 hand; Bulk L

Category Held

This well-crafted wooden shield (Hardness 5, HP 30, BT 15) is covered in numerous seed pods with long spurs. You can Strike with these burrs as though they were +1 striking shield spikes.

Activate [>] Interact; Requirements Your previous action was a successful Strike with the burrs; Effect One of the burrs catches on the Strike's target, inflicting 1d10 persistent bleed damage.

Secrets of Magic, page 181.

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Busine of Divine Reinforcements

Item 15

uncommon conjuration divine good magical 

Access Kaetiarn have access to this item.

Price 6,000 gp

Usage held in 2 hands; Bulk 1

Category Held

This long, straight, trumpet-like instrument is made of well-polished brass and adorned with imagery of angels fighting demons or religious symbols.

When played as an instrument, the busine generates powerful and harmonious notes and grants a +2 item bonus to Performance checks.

Activate [>>] Interact (auditory); Frequency once per minute; Effect You play a few notes on the busine.

Evil creatures within 60 feet who hear the notes must succeed at a DC 34 Will save or be stunned for 1 round, or 2 rounds on a critical failure; this is an incapacitation effect.

Activate [>>>] command, envision, Interact; Frequency once per day; Effect You blow into the busine and conjure a celestial with the effects of a 6th-level summon celestial spell, but there are no alignment restrictions to define which celestials you can call. The celestial will fight only evil creatures and leaves after all present evil creatures have been defeated or the spell's duration ends, whichever comes first. You can Sustain the Activation to extend the spell's duration, as normal.

If you have a deity and the conjured celestial's alignment is one of your deity's preferred alignments, the effect functions as a normal 6th-level summon celestial spell instead, meaning the celestial will fight any creature, not just evil creatures, and will perform other tasks as you command.

LOKL, page 89.

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Butchering Axe

Item

uncommon orc shove sweep 

Price 8 gp

Bulk 2

Damage 1d12 slashing

Hands 2

Category Advanced Melee Weapon; Group Axe

Invented by Faekerex's zealous Steel-Eaters, the butchering axe has an oversized head and a long, thick haft counterbalanced with steel or stone. The weapon's sweeping strokes inflict immense damage, particularly against groups of foes, and can push dangerous opponents away to a safe distance. All of these qualities are particularly useful against the lumbering zombie hordes of the Falethiamath. Correspondingly, butchering axes are often wielded by orc and half-orc Crimson Shaegraem of Sitreiku.

LOTGB, page 107.

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Butterfly

Item 0

Price 1 sp

Category Pet

No entries found.

LOTG, page 103.

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Butterfly Heartening Missive

Item 5

abjuration consumable magical missive 

Price 25 gp

Usage held in 1 hand; Bulk —

Activate [>>] envision, Interact

Category Missive

You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours.

It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours.

If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non‑magical when it arrives. After imparting or losing its magic, the missive remains as a normal document.

Folded into a delicate butterfly, this missive grants the recipient a sense of grace and poise. Once during the next 24 hours, when the recipient fails a Diplomacy or Performance check, they can improve the result from a failure to a success or from a critical failure to a failure. This is a fortune effect.

Main Item: Heartening Missive

Treasure Vault, page 85.

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Butterfly Sword

Item

uncommon agile disarm finesse monk parry twin 

Access If the player character come from a region in Moutriavriam, this weapon is common

Price 2 gp

Bulk L

Damage 1d4 slashing

Hands 1

Category Advanced Melee Weapon; Group Sword

This short, single-edged sword typically features a cross guard that helps catch oncoming attacks. It's the preferred weapon of Butterfly Blades—highly skilled Daiziadas assassins. These swords are typically crafted and sold in pairs.

Treasure Vault, page 25. Originally in FRP2.

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Buugeng

Item

uncommon agile conrasu sweep twin 

Price 4 gp

Bulk 1

Damage 1d4 slashing

Hands 1

Category Martial Melee Weapon; Group Sword

A blade of conrasu design, a buugeng has a unique, curved shape that allows it to rotate smoothly in the hand of a trained warrior. This spinning motion makes it easier to attack multiple foes at once with the weapon.

LOAG, page 139.

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Buzzsaw Axe

Item 11+

evocation magical 

Usage held in 1 hand; Bulk 1

Category Held

With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems like it wants to whirl free from your grip. A Strike with this axe that benefits from the sweep trait's circumstance bonus on attack rolls also gains a +2 circumstance bonus to the damage roll.

Activate [>>] command, Interact; Frequency once per hour; Effect You hurl the axe, which spins at great speed as it flies to a distant point and returns to you, leaving a trail of carnage. Each creature in a 120-foot line must succeed at a DC 28 basic Reflex save or take damage equal to the weapon's melee damage, including your Strength modifier.

Type buzzsaw axe; Level 11; Price 1,400 gp

Type greater buzzsaw axe; Level 15; Price 6,250 gp

The axe is a +2 greater striking battle axe, the circumstance bonus to damage is +3, and the activation's DC is 34.

Type major buzzsaw axe; Level 20; Price 65,000 gp

The axe is a +3 major striking battle axe, the circumstance bonus to damage is +4, and the activation's DC is 43.

Secrets of Magic, page 181.

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Buzzsaw Axe

Item 11

evocation magical 

Price 1,400 gp

Usage held in 1 hand; Bulk 1

Category Held

With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems like it wants to whirl free from your grip. A Strike with this axe that benefits from the sweep trait's circumstance bonus on attack rolls also gains a +2 circumstance bonus to the damage roll.

Activate [>>] command, Interact; Frequency once per hour; Effect You hurl the axe, which spins at great speed as it flies to a distant point and returns to you, leaving a trail of carnage. Each creature in a 120-foot line must succeed at a DC 28 basic Reflex save or take damage equal to the weapon's melee damage, including your Strength modifier.
Main Item: Buzzsaw Axe

Secrets of Magic, page 181.

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Bythos Conrasu Coin

Item 10

uncommon consumable magical talisman 

Price 200 gp

Usage affixed to armor; Bulk —

Activate [F] envision; Trigger You're targeted with an attack but the opponent hasn't rolled yet.

Category Talisman

These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be activated to call upon the power of a specific type of aeon.

This cog-like coin bears an hourglass on one side and the four-armed silhouette of a bythos—aeons that steward over time—on the other. When activated, you catch a glimpse of your body moving on one of its potential timelines in response to danger and you follow those movements to dodge. You gain a +2 circumstance bonus to AC against the attack, and after resolving the attack, you can Stride up to 10 feet without triggering reactions. If you have the Nimble Roll feat and the attack misses, you can Stride up to 20 feet instead.

Main Item: Conrasu Coin

Dark Archive, page 154.

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