60 items, from Backbiting to Battle Saddle.
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
Item 4
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.
Item 3+
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.
Item 3
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 MantleSecrets of Magic, page 179.
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.
Item 1
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.
Item
Price 1 sp (price for 10)
Bulk 1
Category Ammunition; Group Bow
For use with the Backpack Ballista.
Guns & Gears, page 63.
Item 1
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.
Item
Price 1 sp (price for 10)
Bulk 1
Category Ammunition; Group Sling
For use with the Backpack Catapult.
Guns & Gears, page 63.
Item 0
Price 15 sp
Category Pet
No entries found.
LOTG, page 103.
Item 8
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.
You gain the effects of 3rd-level animal form but must use the cat battle form.
Item 7+
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.
Item 4+
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.
Item 4
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 HoldingCore Rulebook, page 572.
Item 7
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 HoldingCore Rulebook, page 572.
Item 11
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 HoldingCore Rulebook, page 572.
Item 13
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 HoldingCore Rulebook, page 572.
Item 4
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.
Item 4+
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.
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.
Item 4
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.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Bagpipes of TurmoilTreasure Vault, page 136.
Item 20
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.
Item 10
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.
Item 12
Price 400 gp
Usage affixed to a weapon
Activate 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.
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.
Item 5
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.
Guns & Gears, page 74.
Item 2
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 CoverGuns & Gears, page 64.
Item 6
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 TokenItem 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.
Rune 4
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.
Item 1+
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.
Item 3
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.
Item 9
Access Kaetiarn have access to this item.
Price 700 gp
Usage held in 1 hand; Bulk 1
Category Held
Carried by knights who expect to spend the night in the open, this simple-looking banner is accompanied by a long cross pole from which it hangs. Usually, the banner appears to be a piece of plain cloth; when activated, it automatically adopts whatever insignia the person activating it desires.
As part of the activation, you can choose to ward the same area with an alarm spell. In addition to a mental alert for the person who Activates the banner, the alert sent by the alarm spell also includes an audible alarm with the sound and volume of a hand bell, which has the auditory trait. You choose the password as you decide to ward the area.
LOKL, page 88.
Item 12
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 GhostsBook of the Dead, page 19.
Item 10
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.
AoE3, page 78.
Item 10
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.
Core Rulebook, page 604.
Item 7
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.
LOKL, page 88.
Item 4
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.
Item 1
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.
Item 6+
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).
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.
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.
Item 0
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.
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.
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.
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.
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.
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.
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.
Item 3
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.
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.
AoE1, page 80.
Item 9
Price 150 gp
Usage affixed to a shield
Activate 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.
Item
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.
Item 12
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.
Craft Requirements You worship Laisouvis.
Treasure Vault, page 14.
Item 2
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.
Item 0
Price 3 gp +
Category Pet
No entries found.
LOTG, page 103.
Item 10
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.
Treasure Vault, page 107.
Item 5+
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.
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.
Item 5
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.
Guns & Gears, page 74.
Item
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.
Item
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.
Item 3
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.
Treasure Vault, page 114.
Item
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.