Items: B (Part 1 of 5)

60 items, from Backbiting to Battle Saddle.

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Part: 1 2 3 4 5

Backbiting · Backfire Mantle · Backfire Mantle · Backpack · Backpack Ballista · Backpack Ballista Bolts · Backpack Catapult · Backpack Catapult Stones · Badger · Bag Of Cats · Bag Of Devouring · Bag of Holding · Bag of Holding (Type I) · Bag of Holding (Type II) · Bag of Holding (Type III) · Bag of Holding (Type IV) · Bag Of Weasels · Bagpipes of Turmoil · Bagpipes of Turmoil · Baimaetand · Baleblood Draft · Balisse Feather · Ball · Ballista · Ballistic Cover Deployable Cover · Balloon Feather Token · Bandalore · Bane · Bane Ammunition · Bane Oil · Banner of the Restful · banquet of hungry ghosts · Barbed Vest · Barding of the Zephyr · Barding Saddle · Barkskin Potion · Barricade Buster · Barricade Stone · Basic Cane · Basic Chair · Basic Companion Chair · Basic Corrective Lenses · Basic Crafter's Book · Basic Crutch · Basic Face Mask · Basic Hearing Aid · Basic Prosthesis · Basic Recording Rod · Basilisk Eye · Bastard Sword · Bastion of the Inheritor · Bastion Plate · Bat · Batsbreath Cane · Battering Ram · Battering Ram · Battle Axe · Battle Lute · Battle Medic's Baton · Battle Saddle

Backbiting

Item 4

rare cursed evocation magical 

Usage curses a weapon

Category Curse

A weapon with the backbiting curse warps space in response to catastrophic mishaps. Whenever you critically fail at a Strike with this weapon, the weapon curls around (or its projectile swerves through the air) to strike you in the back as though you hit yourself, automatically dealing maximum damage to you.

Gamemastery Guide, page 92.

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Backfire Mantle

Item 3+

abjuration invested magical 

Usage worn cloak; Bulk 1

Category Worn Item

This vivid red cloak of sturdy fabric is favored by aggressive battle alchemists and mages, as well as those cautious warriors who need to advance into the fray ahead of the blast-happy back line. The mantle interposes to protect you from your own and allies' magic, granting you a circumstance bonus to Reflex saves against your own spells, as well as those of your allies. You also gain resistance to splash damage from your own alchemical items and those of your allies.

Type backfire mantle; Level 3; Price 45 gp

The mantle grants a +1 circumstance bonus and resistance 3.

Type greater backfire mantle; Level 8; Price 430 gp

The mantle grants a +2 circumstance bonus and resistance 10.

Secrets of Magic, page 179.

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Backfire Mantle

Item 3

abjuration invested magical 

Price 45 gp

Usage worn cloak; Bulk 1

Category Worn Item

This vivid red cloak of sturdy fabric is favored by aggressive battle alchemists and mages, as well as those cautious warriors who need to advance into the fray ahead of the blast-happy back line. The mantle interposes to protect you from your own and allies' magic, granting you a circumstance bonus to Reflex saves against your own spells, as well as those of your allies. You also gain resistance to splash damage from your own alchemical items and those of your allies.

The mantle grants a +1 circumstance bonus and resistance 3.

Main Item: Backfire Mantle

Secrets of Magic, page 179.

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Backpack

Item

Price 1 sp

Bulk —

Category Adventuring Gear

A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.

Core Rulebook, page 288.

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Backpack Ballista

Item 1

uncommon 

Price 18 gp

Bulk 2

Damage 1d12 piercing

Ammunition Backpack Ballista Bolts; Range 180 ft.; Reload 1 min.

Hands 1+

Category Martial Ranged Weapon; Group Bow

This complex wooden device, worn on the back, contains a miniature ballista on a retractable arm. As an Interact action, you can pull a lever to deploy or retract the ballista. As long as it remains deployed, you must hold the ballista using that hand or some of the components spill out onto the ground, just like dropping any other weapon. While deployed, the device opens and raises the ballista up over your shoulder. While retracted, the ballista and its mount slide down and are concealed within the device. Although a backpack ballista packs a punch, the device is a challenge to operate. Reloading it takes 1 minute and can't be done while worn. As normal, you can't wear a backpack ballista with another backpack.

Guns & Gears, page 62.

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Backpack Ballista Bolts

Item

Price 1 sp (price for 10)

Bulk 1

Category Ammunition; Group Bow

For use with the Backpack Ballista.

Guns & Gears, page 63.

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Backpack Catapult

Item 1

uncommon volley 50 ft. 

Price 20 gp

Bulk 3

Damage 1d12 bludgeoning

Ammunition Backpack Catapult Stones; Range 240 ft.; Reload 1 min.

Hands 1+

Category Advanced Ranged Weapon; Group Sling

This wooden device is worn on the back and contains a miniature catapult mounted on a retractable frame. As an Interact action, you can pull a lever to deploy or retract the catapult. As long as it remains deployed, you must hold the catapult using that hand or some of the components spill out onto the ground, just like dropping any other weapon. While deployed, the device opens and raises the catapult up over your shoulder. While retracted, the catapult and its mount slide down and are concealed within the device. A backpack catapult fires specialized stone spheres that are loaded into the bucket while unworn and retracted, through a sliding hatch; the reloading process takes 1 minute. To prevent misfires and accidental injury, the bucket fully encloses the stone while deployed, only opening when fired. As normal, you can't wear a backpack catapult with another backpack.

Guns & Gears, page 63.

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Backpack Catapult Stones

Item

Price 1 sp (price for 10)

Bulk 1

Category Ammunition; Group Sling

For use with the Backpack Catapult.

Guns & Gears, page 63.

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Badger

Item 0

Price 15 sp

Category Pet

No entries found.

LOTG, page 103.

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Bag Of Cats

Item 8

uncommon conjuration magical transmutation 

Price 500 gp

Usage held in 1 hand; Bulk 1

Category Held

This beautiful leather bag is lined in soft fur and purrs quietly when pet.

Activate [>>] Interact; Frequency once per day; Effect You shake the bag to produce a single cat. You cast a 3rd-level summon animal to produce a leopard (Bestiary 52).
Activate [>>] envision, Interact; Frequency once per day; Effect You pull the bag over your head and it covers you completely. You then exit the bag in the form of a large cat.

You gain the effects of 3rd-level animal form but must use the cat battle form.

Strength of Thousands #2: Spoken on the Song Wind, page 75.

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Bag Of Devouring

Item 7+

rare conjuration cursed extradimensional magical 

Usage held in 2 hands; Bulk 1

Category Held

This item appears to be and functions as a bag of holding, but is actually a feeding orifice of a bizarre extradimensional creature. Any animal or vegetable matter put in the bag has a chance of triggering the bag's interest. Whenever you reach into the bag to retrieve an item or place an animal or plant.

Gamemastery Guide, page 90.

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Bag of Holding

Item 4+

conjuration extradimensional magical 

Usage held in 2 hands; Bulk 1

Category Held

Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the bag of holding itself. The amount of Bulk the bag's extradimensional space can hold depends on its type.

You can Interact with the bag of holding to put items in or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside.

If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane.

Type I; Level 4; Price 75 gp

Capacity 25 Bulk.

Type II; Level 7; Price 300 gp

Capacity 50 Bulk.

Type III; Level 11; Price 1,200 gp

Capacity 100 Bulk.

Type IV; Level 13; Price 2,400 gp

Capacity 150 Bulk.

Core Rulebook, page 572.

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Bag of Holding (Type I)

Item 4

conjuration extradimensional magical 

Price 75 gp

Usage held in 2 hands; Bulk 1

Category Held

Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the bag of holding itself. The bag's extradimensional space can hold 25 Bulk.

You can Interact with the bag of holding to put items in or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside.

If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane.

Main Item: Bag of Holding

Core Rulebook, page 572.

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Bag of Holding (Type II)

Item 7

conjuration extradimensional magical 

Price 300 gp

Usage held in 2 hands; Bulk 1

Category Held

Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the bag of holding itself. The bag's extradimensional space can hold 50 Bulk.

You can Interact with the bag of holding to put items in or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside.

If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane.

Main Item: Bag of Holding

Core Rulebook, page 572.

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Bag of Holding (Type III)

Item 11

conjuration extradimensional magical 

Price 1,200 gp

Usage held in 2 hands; Bulk 1

Category Held

Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the bag of holding itself. The bag's extradimensional space can hold 100 Bulk.

You can Interact with the bag of holding to put items in or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside.

If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane.

Main Item: Bag of Holding

Core Rulebook, page 572.

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Bag of Holding (Type IV)

Item 13

conjuration extradimensional magical 

Price 2,400 gp

Usage held in 2 hands; Bulk 1

Category Held

Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the bag of holding itself. The bag's extradimensional space can hold 150 Bulk.

You can Interact with the bag of holding to put items in or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside.

If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane.

Main Item: Bag of Holding

Core Rulebook, page 572.

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Bag Of Weasels

Item 4

rare conjuration cursed extradimensional magical 

Usage held in 2 hands; Bulk 1

Category Held

This item appears to be and functions as a type I bag of holding, until you try to retrieve an item from the bag.

Whenever you retrieve an item from the bag of weasels, roll a DC 11 flat check. On a success, you retrieve the item as normal. On a failure, the item you retrieve is transformed into a weasel; this doesn't affect artifacts, cursed items, or other hard-to-destroy items.

This weasel has the statistics of a giant rat, except that it is Tiny and exudes an aura of transmutation magic. The weasel has no loyalty to you and typically attempts to escape as quickly as possible. If the weasel is targeted with a remove curse spell or a similar magical effect, it transforms back into the original item that was taken from the bag of weasels. If it dies or is slain, the weasel disappears and the item is permanently destroyed.

Because the weasel is a transformed item, you don't gain any benefit you would receive from attacking a creature, defeating one, damaging one, or the like, but you do gain any benefit you would gain from destroying an item.

Gamemastery Guide, page 90.

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Bagpipes of Turmoil

Item 4+

coda enchantment occult staff 

Usage held in 2 hands; Bulk 1

Category Coda

While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer's enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize.

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

Type bagpipes of turmoil; Level 4; Price 90 gp

Type greater bagpipes of turmoil; Level 8; Price 460 gp

Type major bagpipes of turmoil; Level 12; Price 1,900 gp

The item bonuses are +2.

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

Treasure Vault, page 136.

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Bagpipes of Turmoil

Item 4

coda enchantment occult staff 

Price 90 gp

Usage held in 2 hands; Bulk 1

Category Coda

While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer's enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize.

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

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

Main Item: Bagpipes of Turmoil

Treasure Vault, page 136.

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Baimaetand

Item 20

unique artifact evocation magical transmutation 

Usage held in 2 hands; Bulk 4

Category Artifact

This 12-foot sword was made by a cyclops in the ancient past. It might be the greatest dragon-killing weapon ever made, and Khiashaebed justly fears it, which is why he keeps it hidden in his hoard. Runes of dragon slaying are written down its blade. Baimaetand is a +3 major striking dragon bane speed adamantine greatsword. While wielding Baimaetand, you gain a +2 circumstance bonus to saves against fear. This increases to +4 if the effect is from a dragon. If you have an ability that depends on Large weapons (such as barbarian giant instinct), it works with Baimaetand.

Baimaetand is always considered to have the appropriate material or damage type necessary to deactivate a dragon's regeneration or cause the dragon's weakness to apply. For example, Baimaetand is considered to be cold iron when attacking a linnorm, while it would be treated as having dealt cold damage when attacking a red dragon. If the dragon has more than one weakness, only the highest value applies.

Destruction If you boil Baimaetand in the blood of 10 different types of dragon (blue dragon, red dragon, etc.) and drop the eye of a cyclops seer into the brew, Baimaetand melts away into nothingness.

LOMM, page 29.

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Baleblood Draft

Item 10

rare alchemical consumable elixir 

Price 155 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This vial of murky, acrid-smelling liquid is derived from a blend of strange blood, typically coming from aberrations and cryptids. It has no special properties when used alone, but if you drink one shortly before drinking an alchemical elixir, you enhance the elixir's duration. Many tales of mysterious cryptids are actually based on encounters with people suffering the aftereffects of such concoctions. After drinking a baleblood draft, the next elixir you drink within 1 minute that has a duration of at least 1 minute and at most 1 hour has its duration extended by 50% (so a lesser zifes's elixir lasts for a minute and a half instead of 1 minute). However, after pairing baleblood draft with another elixir, you suffer an eerie side effect for 1 week. This side effect never causes serious harm, although it might be inconvenient and is always ominous in appearance. All elixirs made in the same batch cause the same side effect. Drinking another draft with the same side effect extends the side effect's duration by another week, and drinking one with a different side effect causes you to suffer both effects simultaneously.

Dark Archive, page 62.

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Balisse Feather

Item 12

consumable divine evocation magical talisman 

Price 400 gp

Usage affixed to a weapon

Activate [F] envision; Trigger You deal damage using the affixed weapon to a creature you have seen commit an evil act.

Category Talisman

This long, fire-red feather seems to catch flame every time the weapon it adorns strikes a purveyor of evil. When you activate the feather, the creature you damaged burns with holy light. The creature must succeed at a DC 29 Will save or take a –2 status penalty to AC and saving throws and reduce its resistances by 5. These effects last until the end of your next turn.

Advanced Player’s Guide, page 256.

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Ball

Item 0

Usage held in 1 hand; Bulk L

Category Held

Toy balls come in a variety of shapes, sizes, and compositions, such as with squishy fabric, bouncy rubber, or lightweight wicker, or forms like bean-filled sacks and hard-hide balls.

LOTGB, page 58.

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Ballista

Item 5

uncommon large mounted 

Price 320 gp; Ammunition ballista bolt (5 sp, 1 Bulk)

Usage mounted; Space 10 feet long, 5 feet wide, 4 feet high

Crew 2

AC 17; Fort +12, Ref +11

Hardness 10, HP 40 (BT 20); Immunities object immunities

Speed 20 feet (pulled or pushed)

Resembling a massive crossbow mounted on a tripod, but with a pair of arms for torsion instead of a single prod, a ballista flings massive bolts. Also referred to as a scorpion, this weapon requires fewer crew members than the larger heavy ballista and can be Aimed and Loaded much more quickly.

Aim [>] 35 feet, minimum distance 25 feet
Load [>>] (manipulate) 2 times
Launch [>] (attack, manipulate, range increment 100 feet) 4d12 piercing, single target, DC 19 Reflex

Guns & Gears, page 74.

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Ballistic Cover Deployable Cover

Item 2

uncommon 

Price 35 gp

Usage held in 2 hands; Bulk 1

Category Held

This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a batonlike shape, and clamped shut. You can rapidly deploy it on the ground with an Interact action to create cover. Deployable cover is large enough to Take Cover behind, allowing you (and others) to gain standard cover when you use the Take Cover action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute.

Specially crafted to protect against bullet fire, a ballistic cover also works against other physical projectiles, such as arrows, bolts, and thrown weapons. While a creature has cover from Taking Cover behind a ballistic cover, it gains resistance 2 to piercing damage from ranged weapons and ranged unarmed attacks.

Main Item: Deployable Cover

Guns & Gears, page 64.

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Balloon Feather Token

Item 6

conjuration consumable magical 

Price 50 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.

This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and filled with hot air. Handles on the bottom of the balloon allow up to two creatures sized Medium or smaller to hold onto the balloon. One round after being activated, the balloon rises up into the air at a speed of 20 feet per round. After rising for 3 rounds, the balloon floats in place for two rounds as the air inside cools, then descends at a speed of 20 feet per round. When the balloon reaches its original elevation, the balloon deflates.

Main Item: Feather Token

PFUM. Reprinted in BB.

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Bandalore

Item 0

Usage held in 1 hand

Category Held

Similar to a spool of string, a bandalore consists of two wooden disks connected to a central axle wound with string.

By holding the end of the string and releasing the bandalore, a skilled user can move the bandalore up and down, performing a variety of tricks.

LOTGB, page 58.

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Bane

Rune 4

uncommon divination magical 

Price 100 gp

Usage etched onto a weapon

Category Rune

A bane rune causes a weapon to grant you improved understanding of creatures of a particular type, allowing you to deal more damage to those creatures. The crafter chooses aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monitor, ooze, or both fungus and plant. The weapon deals 1d6 additional damage of the weapon's damage type to creatures with the chosen trait or traits. The benefit doesn't apply against creatures of the chosen type disguised as other creatures. It's up to GM discretion whether the bane rune applies against a creature disguised as a creature of the chosen type.

The GM might allow bane runes for other creature traits, such as astral, dream, or demon. However, humanoids, undead, and specific types of humanoids (such as elves) are never a valid option.

Secrets of Magic, page 180.

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Bane Ammunition

Item 1+

alchemical consumable poison 

Ammunition any

Activate [>] Interact

Category Poison

Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature—aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes persistent poison damage in addition to the damage the attack normally deals.

Type lesser; Level 1; Price 3 gp

The ammunition deals 1d4 persistent poison damage.

Type moderate; Level 5; Price 25 gp

The ammunition deals 2d6 persistent poison damage.

Type greater; Level 11; Price 250 gp

The ammunition deals 3d6 persistent poison damage.

Treasure Vault, page 42.

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Bane Oil

Item 3

uncommon consumable divination magical oil 

Price 12 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

Bane oil comes in as many forms as the bane weapon property rune. Coating a weapon with the oil gives the weapon the benefit of one type of bane rune for 1 minute. A weapon can be coated in only one type of bane oil at a time. Any new application of this oil supersedes any previous one. If a weapon has the bane rune, this oil has no effect if it's of the same type as the rune.

Treasure Vault, page 86.

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banquet of hungry ghosts

Item 12

consumable enchantment magical 

Price 350 gp

Bulk 8

Activate 1 hour Interact

Category Consumable

This lavish meal with meats, fresh and dried fruits, grains, and wine smells absolutely scrumptious, especially to undead. It comes complete with dishes and dining utensils. You spend an hour setting up this feast to feed one undead creature, who is present throughout the process. The undead must be willing, but the food smells delicious and feeds any unusual hunger the undead has, so an undead motivated mainly by hunger will usually be willing to dine. Incorporeal undead consume the various essences of the meal, allowing them to eat it despite their lack of a body. After it has consumed the meal, the undead becomes friendly to you for 24 hours, or until you take actions to antagonize or anger it. The meal also sates the undead during that time, which could allow an undead with an unnatural hunger to stave off that hunger for a time.

If you eat or drink a morsel of the leftover meal after the undead has eaten its fill, you can communicate with the undead as if you shared a language. Though you can feed a meal to a mindless undead, it does not give the mindless undead or you the ability to communicate with one another.

This feast feeds up to 4 willing undead.

Main Item: Feast of Hungry Ghosts

Book of the Dead, page 19.

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Barbed Vest

Item 10

rare cursed invested magical necromancy 

Usage worn armor; Bulk 1

Category Armor

Viciously sharp spiked chains wrap around this studded leather armor that can be used to magically harm the wearer and channel supernatural abilities without somehow tearing at the leather itself.

The barbed vest doesn't fuse to you in the usual way (as described on page 90 of the Gamemastery Guide). It can be removed and discarded, but 1 day after doing so, you feel driven to recollect the vest at any cost until the curse is removed with a remove curse spell.

Anytime you activate the barbed vest, its chains tighten around you, dealing 1d6 persistent piercing damage. You can remove this persistent damage as normal, but only after deactivating the item's magic as a single action.

Activate [>>] envision; Frequency once per hour; Effect The barbed vest casts spiritual weapon, summoning a spiked chain to fight for you.

AoE3, page 78.

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Barding of the Zephyr

Item 10

companion invested primal transmutation 

Price 900 gp

Usage worn barding; Bulk L

Category Companion

This light barding is covered in stylized wind motifs. When you suit up your animal companion, the barding adjusts to fit your animal companion regardless of its shape.

When your companion falls, wind picks it up from below; it gains the effects of feather fall.

Activate [>>] Interact; Frequency once per day; Effect You trace a finger along the wind motifs on the barding, granting your companion wearing the barding a fly Speed of 30 feet for 10 minutes. Even if the companion doesn't have the mount special ability, it can still Fly while being ridden.

Core Rulebook, page 604.

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Barding Saddle

Item 7

uncommon companion invested magical transmutation 

Access Kaetiarn have access to this item.

Price 330 gp

Usage worn saddle; Bulk 4

Category Companion

This saddle is covered with well-polished metal plates on the outside and adjusts itself to fit any mount.

Activate [>>] Interact; Effect You touch the metal plates of the saddle, and they begin to unfold and adapt to the creature, covering your mount in heavy barding (Core Rulebook 295). This leaves the mount covered with the barding and wearing a simple-looking saddle. The bulk of the saddle is unchanged in either form, but your mount is not affected by the restrictions, nor the benefits, of wearing barding while in saddle form. If the mount is already wearing any barding, this has no effect. You can make the barding return to its saddle form by following the same process.

LOKL, page 88.

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Barkskin Potion

Item 4

abjuration consumable potion primal 

Price 15 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

After you drink this bitter draft, your skin thickens like bark. You gain the effects of a 2nd-level barkskin spell for 10 minutes.

Core Rulebook, page 562.

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Barricade Buster

Item 1

uncommon kickback orc razing repeating volley 20 ft. 

Price 9 gp

Bulk 3

Damage 1d10 bludgeoning

Ammunition 8-Round Magazine; Range 40 ft.; Reload 0

Hands 2

Category Advanced Ranged Weapon; Group Firearm

Developed by a half-orc inventor from Tobraid who brought the technology north to battle the Falethiamath alongside the orc hordes of Faekerex, the barricade buster features eight barrels fixed around a central pivot attached to a handle and firing mechanism. A barricade buster fires spheres of metal with extreme velocity and very little accuracy.

Treasure Vault, page 30.

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Barricade Stone

Item 6+

uncommon conjuration consumable magical structure 

Bulk — (when not activated)

Activate [>>] command, Interact

Category Structure

The ancient inhabitants of Geimiax crafted these magic rocks to construct defenses quickly. In its stone form, a barricade stone appears to be a simple pebble with an unnaturally geometric shape. The size and shape of the stone's final form depends on the type of barricade stone.

When you activate the barricade stone, you drop it on the ground, throw it up to 20 feet away, or sling it using a sling weapon. Upon landing, the stone instantly and permanently expands. The stone grows to its maximum size. While normally items with the structure trait put creatures in their area inside the structure, this effect creates solid stone, so it can't be placed in an area where there are creatures. While it's likely to take some time even with the right tools, an activated barricade stone can be destroyed the same as any normal stone structure (Hardness 14, HP 56).

Type sphere; Level 6; Price 40 gp

This smooth marble keeps its shape when activated, growing into a spherical boulder 10 feet in diameter.

If stationary, the boulder can be pushed 5 feet with a successful DC 24 Athletics check. If the marble was thrown or slung, the boulder retains its momentum, moving 25 feet away from you each round. A creature in the boulder's way takes 4d6 bludgeoning damage (DC 20 basic Reflex save; on a failure, the creature is knocked prone).

Type cube; Level 8; Price 80 gp

This seemingly simple six-sided die was designed to block a corridor. When activated, it grows to fill a solid square or rectangular space no more than 20 feet on any side. The cube fills spaces well enough that Tiny creatures can't slip through, but it's far from a perfect seal. Liquids, gases, and minuscule creatures such as insects can still find ways around it. Depending on the irregularities of the space the cube fills, it might be possible to see or hear past it.

Type cylinder; Level 10; Price 160 gp

When activated, this cylinder expands to a diameter of 5 feet, 10 feet, or 20 feet, depending on the command, with respective maximum heights of 80 feet, 40 feet, and 20 feet. If a dimension can't be reached due to contact with another solid surface, the cylinder ceases to grow in that direction. You can activate the cylinder horizontally instead of vertically. If you do, the cylinder moves similarly to the sphere barricade stone, with the following changes: both DCs increase to 27, the damage increases to 6d6, and a creature that critically fails its Reflex save against the rolling cylinder gains the wounded 1 condition (or increases the value of its wounded condition by 1).

Strength of Thousands #3: Hurricane’s Howl, page 75.

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Basic Cane

Item 0

Price 5 sp

Usage held in 1 hand; Bulk L

Category Canes & Crutches Assistive Item

A basic cane is a straight cane with a curved handle, shaped like the tip of a hook. Its simple design helps with balance and only slightly assists with taking weight off the affected opposite leg. The cane is typically 2 to 3 feet long but can be lengthened or shortened as needed.

LOTGB, page 67.

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Basic Chair

Item 0

Price 5 sp

Bulk 2

Category Wheelchair Assistive Item

This common wheelchair is ideal for everyday use, but isn't designed for adventuring. Basic chairs are most common among non-adventurers.

Guns & Gears, page 91. Expanded in LOTGB.

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Basic Companion Chair

Item 0

barding companion 

Price 4 sp

Bulk 1

Category Companion

Light barding around the torso connects via struts to a number of wheels to assist animal companions' movement.

Companion chairs can be fitted for animal companions of any shape or size and have two- and four-wheel configurations depending on the level of physical support needed. Like the basic chair, a companion chair is ideal for everyday use but not more strenuous activity, making it more common among non-adventurers.

Treasure Vault, page 106.

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Basic Corrective Lenses

Item 0

Price 5 sp

Usage worn

Category Vision Assistive Item

A set of corrective lenses might take the form of eyeglasses or specialized goggles. You can don or remove your corrective lenses as an Interact action.

LOTGB, page 70.

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Basic Crafter's Book

Item

Price 1 sp

Bulk L

Hands 2

Category Adventuring Gear

This book contains the formulas for Crafting all 0-level common items in Chapter 6: Equipment of the Core Rulebook.

Core Rulebook, page 288.

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Basic Crutch

Item 0

Price 5 sp

Usage held in 1 hand; Bulk L

Category Canes & Crutches Assistive Item

Crutches come as singles or a pair depending on how much support you need while walking. A crutch fits under your armpit, and you use your hand and the swing of your arm to move with them.

LOTGB, page 67.

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Basic Face Mask

Item 0

Price 3 sp

Usage worn; Bulk —

Category Worn Item

This simple cloth mask, sewn to closely fit your face, is fastened by two sets of strings drawn across your face and secured behind your head. While wearing the mask, you gain a +1 item bonus on any initial saves to avoid contracting airborne diseases, such as choking death or tuberculosis.

Treasure Vault, page 107.

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Basic Hearing Aid

Item 0

Price 5 sp

Usage worn

Category Hearing Assistive Item

A basic hearing aid rests on the ear and is made from carved wood, shaped metal, or even small clockwork pieces. The shape of the device aids those that are hard of hearing, and you can wear one or two depending on your hearing loss. You can attach or remove your hearing aids as an Interact action.

LOTGB, page 67.

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Basic Prosthesis

Item 0

Price 5 sp

Usage worn

Category Prosthesis Assistive Item

A basic prosthesis replaces a missing or damaged body part.

Typical prostheses include artificial feet, eyes, hands, and limbs, though a basic prosthesis can be designed as a replacement for any body part. A prosthesis has a number of belts or cuffs that keep it attached to your body. You can attach or remove a prosthesis as an Interact action.

LOTGB, page 69.

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Basic Recording Rod

Item 3

uncommon consumable divination magical scrying 

Price 20 gp

Usage varies; Bulk 1

Category Consumable

This smooth metal bar is short enough to fit in one hand. It has several inset gemstone buttons on one end and a small lens on the other.

Popular with law enforcement and blackmailers alike, recording rods allow users to capture and replay incriminating scenes and are often concealed and triggered covertly to avoid raising the subject's suspicion.

Activate [>] Interact; Effect When activated, the rod records anything it sees and hears for 1 minute. Its lens acts as both eye and ear with precise vision and imprecise hearing. This recorded sequence can then be played back as many times as desired, the sights and sounds communicated telepathically to the rod's holder. The rod's recording sequence can be triggered manually by a person holding it, or it can be programmed to begin recording automatically in response to a specified stimulus, such as nearby movement or a specific trigger word spoken in its vicinity.

For basic recording rods, once activated, the rod records for 1 minute, after which it loses its recording ability but can replay that same scene over and over.

Rarer and more expensive reusable versions of the recording rod operate similarly, but the recording function can be enabled a second time by permanently erasing the memory currently stored on the rod. A reusable recording rod lacks the consumable trait.

Main Item: Recording Rod

AoE1, page 80.

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Basilisk Eye

Item 9

consumable magical talisman transmutation visual 

Price 150 gp

Usage affixed to a shield

Activate [F] envision; Trigger You Shield Block a melee attack with the affixed shield.

Category Talisman

This slimy green stone glows with a strong light whenever the shield it adorns blocks a melee attack. When the eye is activated, the attacker must succeed at a DC 25 Fortitude save or become slowed 1 for 1 minute as its body slowly stiffens in partial petrification.

Advanced Player’s Guide, page 256.

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Bastard Sword

Item

two-hand d12 

Price 4 gp

Bulk 1

Damage 1d8 slashing

Hands 1

Category Martial Melee Weapon; Group Sword

This broad-bladed sword, sometimes called the hand-and-a-half sword, has a longer grip so it can be held in one hand or used with two hands to provide extra piercing or slashing power.

Core Rulebook, page 280.

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Bastion of the Inheritor

Item 12

uncommon enchantment invested magical 

Price 1,750 gp

Usage worn armor; Bulk 5

Category Armor

Worn by Laisouvis's prestigious knights, this +2 resilient bastion plate is emblazoned with the Inheritor's religious symbol and sports a white cloak. While the cloak is white, this armor grants you a +2 item bonus to Diplomacy checks to Make an Impression, provided your target has no enmity toward Laisouvis.

Activate [>] command; Effect The armor's cloak becomes red for 1 minute. As long as the cloak is red, you gain the benefits of the armor's deflect melee trait without needing to spend an additional action to activate it during each turn.

Craft Requirements You worship Laisouvis.

Treasure Vault, page 14.

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Bastion Plate

Item 2

bulwark entrench melee hindering 

Price 33 gp

Bulk 5

AC Bonus +6; Dex Cap +0

Strength 18; Check Penalty –-3; Speed Penalty –10 ft.

Category Heavy Armor; Group Plate

This cumbersome and sturdy plate armor has fluting and additional protection built into the cuirass, helm, pauldrons, and vambraces. Bastion plate was invented for protection in combat tournaments meant to be sporting rather than lethal.

Treasure Vault, page 9.

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Bat

Item 0

Price 3 gp +

Category Pet

No entries found.

LOTG, page 103.

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Batsbreath Cane

Item 10

evocation magical sonic 

Price 950 gp

Usage held in 1 hand; Bulk L

Category Held

A specialized +1 striking thundering probing cane made from strengthened spruce wood, a batsbreath cane is distinctive for its brass tip. The tip covers a small hollow in the wood that houses quartz crystals infused with latent storm magic.

Activate [>] Interact; Frequency once per hour; Effect You strike the cane firmly against the ground, causing a pin within the brass tip to tap the crystals and emit a sonic pulse. The pulse reverberates in a 60-foot radius for the next minute, with the cane acting as an antenna to receive the echoes. For 1 minute, as long as you remain in the area and are holding the cane, you gain hearing as a precise sense.

Treasure Vault, page 107.

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Battering Ram

Item 5+

uncommon large portable 

Usage portable, held in 12 hands; Bulk 20

Crew 6

Simple but powerful, a battering ram is a full tree stripped of limbs with one end clad in iron, often shaped like a ram's head. Large handles are affixed to the sides so it can be hefted and carried by a crew.

Ram [>>>] Requirements The other members of the crew have Readied to Stride on your order; Effect You and the crew Stride, with a maximum distance equal to the slowest crew member's Speed, then make a melee Strike with the ram against a structure or an unattended, stationary object. The damage of this Strike is 5d8 + the highest Strength modifier among members of the crew.

Type battering ram; Level 5; Price 160 gp

Type covered battering ram; Level 6; Price 250 gp

Though it has the same Ram activity as the basic battering ram, a covered battering ram is additionally suspended from a protective roof attached to large wheels. This gives the crew members greater cover against attacks from outside. The cover is on the left and right flank, but open on the front and rear to allow for operating the ram. The roof has AC 23, Hardness 12, HP 48, and BT 24. Breaking the roof doesn't affect the operation of the battering ram but eliminates the cover.

Guns & Gears, page 74.

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Battering Ram

Item 5

uncommon large portable 

Price 160 gp

Usage portable, held in 12 hands; Bulk 20

Crew 6

Simple but powerful, a battering ram is a full tree stripped of limbs with one end clad in iron, often shaped like a ram's head. Large handles are affixed to the sides so it can be hefted and carried by a crew.

Ram [>>>] Requirements The other members of the crew have Readied to Stride on your order; Effect You and the crew Stride, with a maximum distance equal to the slowest crew member's Speed, then make a melee Strike with the ram against a structure or an unattended, stationary object. The damage of this Strike is 5d8 + the highest Strength modifier among members of the crew.
Main Item: Battering Ram

Guns & Gears, page 74.

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Battle Axe

Item

sweep 

Price 1 gp

Bulk 1

Damage 1d8 slashing

Hands 1

Category Martial Melee Weapon; Group Axe

These axes are designed explicitly as weapons, rather than tools. They typically weigh less, with a shaft reinforced with metal bands or bolts, and have a sharper blade, making them ideal for chopping limbs rather than wood.

Core Rulebook, page 280.

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Battle Lute

Item

uncommon shove two-hand d8 

Price 15 gp

Bulk 1

Damage 1d4 bludgeoning

Hands 1

Category Simple Melee Weapon; Group Club

This reinforced lute is suitable both for use as a handheld musical instrument and for bashing heads should a crowd turn sour. Its strings are finely braided wires that run along its sturdy metal neck.

Abomination Vaults #2: Hands of the Devil, page 73.

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Battle Medic's Baton

Item 3

magical necromancy 

Price 60 gp

Usage held in 1 hand; Bulk L

Category Held

This short bronze rod has the form of a serpent coiled around it. While you hold it, you gain a +1 item bonus to Medicine checks.

Activate [>>] command, Interact; Frequency once per hour; Requirements You have the Battle Medicine action; Effect You use Battle Medicine. The target is temporarily immune to your Battle Medicine for 1 hour instead of 1 day.

Treasure Vault, page 114.

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Battle Saddle

Item

parry sweep vehicular 

Price 6 gp

Bulk 2

Damage 1d8 slashing

Hands 2

Category Martial Melee Weapon; Group Axe

The battle saddle is a special saddle for a mount that has two large, winglike blades. These blades normally lie flat alongside the saddle, providing additional protection for the rider, but they can be deployed with a tug on the reins to slash at enemies adjacent to the mount. When using a battle saddle to parry, you can decide whether the circumstance bonus to AC applies to you or to your mount.

Treasure Vault, page 25.

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