Items: C (Part 2 of 5)

60 items, from Chalk (10) to Clockwork Goggles.

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Part: 1 2 3 4 5

Chalk (10) · Challenging Puzzle Box · Chameleon Suit · Chameleon Suit · Channel Protection Amulet · Chaos Collar · Chartreuse Sprite Apple · Chatterer Of Follies · Cherry Blossom Bewitching Bloom · Chest · Chest Feather Token · Chime of Opening · Chimera Thread · Choker of Elocution · Choker of Elocution · Choker-Arm Mutagen · Choleric Contagion · Chopping Evisceration Snare · Chromatic Jellyfish Oil · Chronicler Wayfinder · Chronomancer Staff · Cinnamon Seers · Circlet of Persuasion · Clan Dagger · Clan Pistol · Clandestine Cloak · Clandestine Cloak · Clarity Goggles · Claw Blade · Clay · Clear Quartz Crystal Ball · Clear Quartz Tattletale Orb · Clear Spindle Aeon Stone · Climbing Bolt · Climbing Kit · Climbing Kit · Clinging Ooze Snare · Cloak of Devouring Thorns Cloak of Gnawing Leaves · Cloak of Elvenkind · Cloak of Elvenkind · Cloak Of Feline Rest · Cloak of Gnawing Leaves · Cloak of Gnawing Leaves · Cloak Of Immolation · Cloak Of Repute · Cloak of Repute · Cloak of the Bat · Cloak of the Bat · Cloak of the False Foe · Cloak of Thirsty Fronds Cloak of Gnawing Leaves · Clockwork Bookshelf · Clockwork Box Packer · Clockwork Chirper · Clockwork Cloak · Clockwork Cloak · Clockwork Dial · Clockwork Disguise · Clockwork Diving Suit · Clockwork Goggles · Clockwork Goggles

Chalk (10)

Item

Price 1 cp for price of 10

Bulk —

Hands 1

Category Adventuring Gear

Core Rulebook, page 288.

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Challenging Puzzle Box

Item 3

Price 10 gp

Usage held in 1 hand; Bulk L

Category Held

A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful Games Lore or Thievery checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate.

The DC to solve this puzzle box is 25.

Main Item: Puzzle Box

LOTGB, page 59.

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Chameleon Suit

Item 4+

uncommon clockwork consumable gadget 

Usage worn over armor and clothes; Bulk L

Activate [>>] Interact

Category Consumable

This complex clockwork outerwear, worn over armor or other clothing, is composed of thin, interlocking scales of myriad colors attached to numerous clockwork gears that can rotate between all visible colors and shades.

When activated, the clockwork gears work double-time to temporarily switch and adjust the scales to match the exact coloration of the area around you, allowing you to blend in as long as you stay still. For the duration, you can Hide without needing cover or concealment to do so. This doesn't allow you to Sneak without ending your movement in cover or concealment, however, as the clockwork flips over and adjusts the scales to match your background as you move, giving the impression of rippling waves of color and revealing your movement. Once the duration expires, the overworked clockwork and scales fall apart.

Type chameleon suit; Level 4; Price 16 gp

The effect lasts for 1 minute.

Type greater chameleon suit; Level 8; Price 80 gp

The effect lasts for 10 minutes.

Type major chameleon suit; Level 12; Price 320 gp

The effect lasts for 1 hour.

Guns & Gears, page 67.

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Chameleon Suit

Item 4

uncommon clockwork consumable gadget 

Price 16 gp

Usage worn over armor and clothes; Bulk L

Activate [>>] Interact

Category Consumable

This complex clockwork outerwear, worn over armor or other clothing, is composed of thin, interlocking scales of myriad colors attached to numerous clockwork gears that can rotate between all visible colors and shades.

When activated, the clockwork gears work double-time to temporarily switch and adjust the scales to match the exact coloration of the area around you, allowing you to blend in as long as you stay still. For the duration, you can Hide without needing cover or concealment to do so. This doesn't allow you to Sneak without ending your movement in cover or concealment, however, as the clockwork flips over and adjusts the scales to match your background as you move, giving the impression of rippling waves of color and revealing your movement. Once the duration expires, the overworked clockwork and scales fall apart.

The effect lasts for 1 minute.

Main Item: Chameleon Suit

Guns & Gears, page 67.

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Channel Protection Amulet

Item 3

uncommon abjuration invested magical 

Price 56 gp

Usage worn; Bulk —

Category Worn Item

This nugget of polished tektite is trapped in a cage of braided wire and hangs from a silken cord. When wearing this amulet, you gain resistance 5 against damage from harm spells if you're living, or against heal spells if you're undead.

Core Rulebook, page 608.

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Chaos Collar

Item 5

companion invested primal transmutation 

Price 125 gp

Usage worn collar; Bulk L

Category Companion

This unobtrusive collar is made to hide beneath an animal's fur or blend in against scaled skin. It's most often used by unscrupulous trophy hunters hoping to make a name for themselves by defeating threats they artificially created, using hapless animals as pawns.

A chaos collar fuses to its animal bearer the first time it's clasped around the creature's neck. Three nights per month, it transforms the animal into the form of a terrifying monster. The appearance is the same size as the original animal and doesn't change the animal's statistics, but it's always something new, horrifying, and unique to that particular chaos collar. The transformation lasts from dusk until dawn, and it occurs with complete randomness throughout the month.

An animal slain while wearing a chaos collar remains in the form it had at the time of its death. Once its bearer dies, the collar transforms into a scrap of dirty string and falls off, where the unscrupulous hunter can collect and use it again.

Dark Archive, page 62.

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Chartreuse Sprite Apple

Item 5

alchemical consumable light 

Price 26 gp

Usage held in 1 hand; Bulk L

Activate 1 minute Interact

Category Consumable

A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected. The light matches the vibrant color of the apple's candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple.

Creatures in the bright light feel more in tune with nature, gaining a +1 item bonus to Nature checks and to Diplomacy checks attempted against animals or plants (if they have the wild empathy class feature or some other ability to make such checks).

Main Item: Sprite Apple

Treasure Vault, page 51.

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Chatterer Of Follies

Item 6

uncommon enchantment illusion magical 

Price 200 gp

Usage held in 1 hand; Bulk 1

Category Held

This heavy +1 striking khakarra (Advanced Player's Guide 248) is cast from solid steel and plated with pyrite. Metal charms shaped like grinning idols festoon its great arched ring, and during combat, as tiny tendrils of flame fly off the pyrite, these hanging dolls seem to chatter in tune with the clash and din of battle.

Whenever you complete a move action during your turn, choose a creature adjacent to you at the end of your movement. Until the end of your turn, that creature takes a –1 status penalty to Will saves against your enchantment spells and your illusion spells. Any time you cast your enchantment and illusion spells, you become concealed during your move actions for the rest of the turn.

Secrets of Magic, page 181.

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Cherry Blossom Bewitching Bloom

Item 3

enchantment invested magical tattoo 

Price 50 gp

Usage tattooed on the body; Bulk —

Category Tattoo

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

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

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

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

Main Item: Bewitching Bloom

Treasure Vault, page 119.

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Chest

Item

Price 6 sp

Bulk 2

Hands 2

Category Adventuring Gear

A wooden chest can hold up to 8 Bulk of items.

Core Rulebook, page 288.

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Chest Feather Token

Item 3

conjuration consumable magical 

Price 10 gp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

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

When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest.

Main Item: Feather Token

Core Rulebook, page 570. Reprinted in BB.

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Chime of Opening

Item 6

uncommon evocation magical 

Price 235 gp

Usage held in 2 hands; Bulk L

Category Held

This hollow mithral tube is about a foot long and bears engravings reminiscent of open locks and broken chains.

The chime can be activated 10 times before it cracks and becomes useless.

Activate [>] Interact; Effect You aim the chime at a container, door, or lock you want to open and strike the chime. The chime sends out magical vibrations that attempt a Thievery check against the lock's DC, with a Thievery bonus of +13. This targets only one lock or binding at a time, so you might need to activate the chime multiple times to open a target with several forms of protection.

Core Rulebook, page 572.

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Chimera Thread

Item 4

consumable magical transmutation 

Price 15 gp

Activate 10 minutes Interact

Category Consumable

This multicolored skein is twisted together from strands of many different materials. When used to stitch together pieces from the carcasses of two or more animals, it fuses them into a single intact carcass of an outlandish-looking monster with characteristics of the component species. The thread disappears, leaving no obvious seams and smoothing the transition between the parts of the creatures.

Dark Archive, page 62.

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Choker of Elocution

Item 6+

enchantment invested magical 

Usage worn collar; Bulk L

Category Worn Item

This platinum choker bears characters from a language's alphabet, and it gives knowledge of that language and the associated culture's customs. You gain a +1 item bonus to Society checks and the ability to understand, speak, and write the chosen language.

Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3.

Type choker of elocution; Level 6; Price 200 gp

Type greater choker of elocution; Level 10; Price 850 gp; Craft Requirements You know the language or languages the choker grants.

The item bonus is +2. The choker bears characters from three languages and grants fluency in all three.

Core Rulebook, page 608.

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Choker of Elocution

Item 6

enchantment invested magical 

Price 200 gp

Usage worn collar; Bulk L

Category Worn Item

This platinum choker bears characters from a language's alphabet, and it gives knowledge of that language and the associated culture's customs. You gain a +1 item bonus to Society checks and the ability to understand, speak, and write the chosen language.

Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3.

Main Item: Choker of Elocution

Core Rulebook, page 608.

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Choker-Arm Mutagen

Item 1+

alchemical consumable elixir mutagen polymorph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through, and you increase your reach by the listed amount.

Drawback You take a –1 penalty to Athletics checks, Stealth checks, Thievery checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage.

Type lesser; Level 1; Price 3 gp

The bonus is +1, your reach increases by 5 feet, and the duration is 1 minute.

Type moderate; Level 3; Price 12 gp

The bonus is +2, your reach increases by 5 feet, and the duration is 10 minutes.

Type greater; Level 11; Price 300 gp

The bonus is +3, your reach increases by 10 feet, and the duration is 1 hour.

Type major; Level 17; Price 3,000 gp

The bonus is +4, your reach increases by 15 feet, and the duration is 1 hour.

Treasure Vault, page 59.

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Choleric Contagion

Item 18

alchemical consumable injury poison 

Price 4,200 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

This vile poison is contagious, causing the victim's skin to secrete the toxin, allowing it to spread to others. While under the effects of choleric contagion, the first time during per round the victim succeeds at an attack roll with an unarmed attack against another creature, the target of the attack is exposed to the poison.

Saving Throw DC 40 Fortitude; Maximum Duration 6 rounds; Stage 1 6d10 poison damage (1 round); Stage 2 8d10 poison damage (1 round); Stage 3 10d10 poison damage (1 round)

Treasure Vault, page 67.

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Chopping Evisceration Snare

Snare 14

uncommon consumable mechanical snare trap 

Price 700 gp

Category Snare

An almost-impossible number of axes spring out at a target with lethal force. When a creature enters the snare's square, it's nearly buried beneath a storm of sharpened metal, which deals 16d8 slashing damage (DC 33 basic Reflex).

LOTGB, page 14.

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Chromatic Jellyfish Oil

Item 9+

alchemical consumable elixir 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil's type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to Squeeze, and you can move 5 feet per round when you successfully Squeeze (or 10 feet per round on a critical success). You can also Crawl at half your Speed.

Type lesser; Level 9; Price 120 gp

The oil grants resistance 5.

Type moderate; Level 14; Price 800 gp

The oil grants resistance 10.

Type greater; Level 19; Price 5,200 gp

The oil grants resistance 15.

Treasure Vault, page 59.

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Chronicler Wayfinder

Item 6

uncommon evocation invested magical 

Price 200 gp

Usage worn

Category Worn Item

Chronicler wayfinders bear a mystical connection to the Vofalai Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific Lore skill, chosen at the time of creation. In addition to the effects of a wayfinder (Core Rulebook 617), a chronicler wayfinder has the following activation.

Activate [>] envision; Effect You tap into the Vofalai Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a Recall Knowledge action with the chosen Lore skill. For the Lore check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned Lore skill.

LOPSG, page 31.

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Chronomancer Staff

Item 17

rare divination magical staff 

Price 15,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

Clock faces and gears adorn the twisted iron shaft of a chronomancer staff, the hands of the clocks continually ticking or winding backward. Used as a weapon, the staff is a +2 greater striking speed staff. While wielding this staff, you also gain a +1 circumstance bonus to initiative rolls.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
  • Cantrip time sense DA
  • 1st déjà vu , synchronize
  • 2nd loose time's arrow DA, synchronize
  • 3rd day's weight , haste, slow, time jump
  • 4th curse of lost time
  • 5th quicken time DA, rewinding step , stagnate time DA
  • 6th cast into time , day's weight
  • 7th time beacon

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

Treasure Vault, page 131.

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Cinnamon Seers

Item 4

alchemical consumable lozenge 

Price 14 gp

Usage held in 1 hand; Bulk —

Category Consumable

Zippy, alchemically treated cinnamon suffuses cinnamon seers, a rock candy with a lively taste that provides a mental boost. A cinnamon seer remains in your mouth for 1 hour, its stimulating flavor granting you a +1 item bonus to checks to Recall Knowledge.

Secondary Effect [R] (fortune) Trigger You gain no information from a Recall Knowledge check; Effect Reroll the triggering check. If this was a secret check, the GM rerolls rather than you; the candy doesn't give you any insight into what the GM rolled, so in that case, you're rerolling based only on guesswork. The seer becomes inert. You become temporarily immune to cinnamon seers until the next time you make your daily preparations.

Treasure Vault, page 47.

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Circlet of Persuasion

Item 17

apex enchantment invested magical 

Price 15,000 gp

Usage worn circlet; Bulk —

Category Apex

This elegant silver band often resembles curling fig leaves and fits around your brow. You gain a +2 item bonus to Deception and Diplomacy checks.

When you invest the circlet, you either increase your Charisma score by 2 or increase it to 18, whichever would give you a higher score.

Activate [>>] envision; Frequency once per hour; Effect You cast a 4th-level charm spell (DC 38).

Core Rulebook, page 603.

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Clan Dagger

Item

uncommon agile dwarf parry versatile b 

Price 2 gp

Bulk L

Damage 1d4 piercing

Hands 1

Category Simple Melee Weapon; Group Knife

This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves.

Core Rulebook, page 280.

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Clan Pistol

Item

uncommon concussive dwarf fatal d10 

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

Price 5 gp

Bulk L

Damage 1d6 piercing

Ammunition rounds; Range 80 ft.; Reload 1

Hands 1

Category Martial Ranged Weapon; Group Firearm

The tradition of dwarves displaying their clan affiliations with special clan daggers goes back millennia, but many of the dwarf clans of Zouzeikod have their own take on the tradition, with promising young gunsmiths claiming their adulthood by crafting a specialized personal firearm using the clan's unique smithing traditions. Losing or being forced to surrender their clan pistol is a terrible embarrassment for the dwarves that carry them.

Guns & Gears, page 151.

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Clandestine Cloak

Item 6+

uncommon illusion invested magical 

Usage worn cloak; Bulk L

Category Worn Item

When you pull up the hood of this nondescript gray cloak (an Interact action), you become drab and uninteresting, gaining a +1 item bonus to Stealth checks and to Deception checks to Impersonate a forgettable background character, such as a servant, but also taking a –1 item penalty to Diplomacy and Intimidation checks.

Activate [>>] envision, Interact; Frequency once per day; Effect You pull the cloak's hood up and gain the benefits of nondetection for 1 hour or until you pull the hood back down, whichever comes first.

Type clandestine cloak; Level 6; Price 230 gp

Type greater clandestine cloak; Level 10; Price 900 gp

The item bonus is +2, and when you activate the cloak, you gain the benefits of 5th-level nondetection for 8 hours.

Core Rulebook, page 608.

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Clandestine Cloak

Item 6

uncommon illusion invested magical 

Price 230 gp

Usage worn cloak; Bulk L

Category Worn Item

When you pull up the hood of this nondescript gray cloak (an Interact action), you become drab and uninteresting, gaining a +1 item bonus to Stealth checks and to Deception checks to Impersonate a forgettable background character, such as a servant, but also taking a –1 item penalty to Diplomacy and Intimidation checks.

Activate [>>] envision, Interact; Frequency once per day; Effect You pull the cloak's hood up and gain the benefits of nondetection for 1 hour or until you pull the hood back down, whichever comes first.
Main Item: Clandestine Cloak

Core Rulebook, page 608.

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Clarity Goggles

Item 8+

divination invested magical 

Usage worn eyepiece; Bulk —

Category Worn Item

Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture of them. While wearing the goggles, you gain a +1 item bonus to visual Perception checks.

Activate [>>] command, envision; Frequency once per day; Effect You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your Perception bonus against any illusion effect created by a 3rd-level or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes.

Type lesser clarity goggles; Level 8; Price 425 gp

Type moderate clarity goggles; Level 13; Price 2,450 gp

The goggles grant a +2 item bonus. They work against effects created by 6th-level or lower spells or a creature of 13th level or lower.

Type greater clarity goggles; Level 19; Price 32,500 gp

The goggles grant a +3 item bonus. They work against effects created by 9th-level or lower spells or a creature of 19th level or lower.

Treasure Vault, page 146.

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Claw Blade

Item

uncommon agile catfolk deadly d8 disarm finesse versatile p 

Price 2 gp

Bulk L

Damage 1d4 slashing

Hands 1

Category Martial Melee Weapon; Group Knife

The three parallel blades of this handheld weapon extend between the fingers to resemble the natural claws of the drunaks who created them, providing a way for those catfolk without suitable natural claws to share the fighting customs of their kin.

Advanced Player’s Guide, page 248.

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Clay

Item 0

Usage held in 2 hands

Category Held

This malleable, oil-based clay can be shaped by hand and is available in a variety of colors. A single unit has 4 ounces of clay.

LOTGB, page 58.

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Clear Quartz Crystal Ball

Item 14

uncommon divination magical scrying 

Price 3,800 gp

Usage held in 1 hand; Bulk L

Category Held

This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a scrying spell by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target.

The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones.

Activate 1 minute (command, envision, Interact); Effect The crystal ball casts clairvoyance to your specifications.
Activate 10 minutes (command, envision, Interact); Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications.
Main Item: Crystal Ball

Core Rulebook, page 572.

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Clear Quartz Tattletale Orb

Item 14

rare cursed divination magical scrying 

Usage held in 1 hand; Bulk 1

Category Held

A tattletale orb is a polished crystal sphere that appears to function as a crystal ball. If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb's type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb's type, to use another such device.

Tattletale orbs come in the same types as crystal balls, with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball.

Main Item: Tattletale Orb

Treasure Vault, page 193.

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Clear Spindle Aeon Stone

Item 7

uncommon invested magical transmutation 

Price 325 gp

Usage worn; Bulk —

Category Worn Item

Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.

When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body.

You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again.

There are various types of aeon stones, each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder.

You don't need to eat or drink while this aeon stone is invested by you. This aeon stone doesn't function until it has been worn continuously for a week and invested each day therein. If it's invested by someone else, this interval starts over.

The resonant power allows you to cast air bubble as a primal innate spell once per day.

Main Item: Aeon Stone

Core Rulebook, page 604. Expanded in LOPSG, LOWG.

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Climbing Bolt

Item 4

conjuration consumable magical 

Price 15 gp

Ammunition bolt

Category Ammunition

The shaft of this bolt is wrapped with fine twine. When the bolt strikes a solid surface, the twine unwinds and enlarges into a 50-foot-long rope, securely fastened to the surface the bolt struck. The rope can be pulled free with an Interact action and a successful DC 20 Athletics check.

Core Rulebook, page 559. Reprinted in BB.

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Climbing Kit

Item

Price 5 sp

Bulk 1

Hands 2

Category Adventuring Gear

This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action.

Type Base; Price 5 sp

Type Extreme; Level 3; Price 40 gp

You gain a +1 item bonus to Athletics checks to Climb while using an extreme climbing kit.

Core Rulebook, page 288.

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Climbing Kit

Item

Price 5 sp

Bulk 1

Hands 2

Category Adventuring Gear

This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action.

Main Item: Climbing Kit

Core Rulebook, page 288.

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Clinging Ooze Snare

Item 4

rare acid consumable mechanical snare trap 

Price 25 gp

Category Snare

Complex traps that incorporate ooze monsters into their ingenious construction have long been a favorite of those who seek devious ways to protect their hidden laboratories, and it is from this tradition that the clinging ooze snare takes its inspiration. With its ingenious mixture of rare reagents, dried protoplasm harvested from ooze creatures, and a little pinch of alchemy, this snare triggers into an ooze-like hazard that temporarily mimics the dangers presented by a creature like a sewer ooze or other carnivorous protoplasmic monster. When a creature triggers a clinging ooze snare, the snare creates a short lived protoplasmic mass that lashes out in all directions, dealing 2d6 bludgeoning damage and 2d6 acid damage. The triggering creature must attempt a DC 21 Relfex save.

Critical Success The creature is unaffectedSuccess The creature takes half damageFailure The target takes full damage and is flat-footed until the start of their next turn as the ooze impedes their movement.Critical Failure The target takes double damage and is both flat-footed and immobilized for 1 round. The target can Escape (DC 21) to end this effect early.

PFUM.

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Cloak of Devouring Thorns Cloak of Gnawing Leaves

Item 12

rare invested primal transmutation 

Price 2,000 gp

Usage worn cloak; Bulk L

Category Worn Item

This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak's wearer.

Activate [R] envision; Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw.Success The creature is unaffected.Failure The creature takes 1d4 piercing damage.Critical Failure The creature takes 2d4 piercing damage and 1 bleed damage.

The save DC is 30, and the cloak can be activated once per round. The leaves deal 2d6 piercing damage to a creature on a failed save, or 4d6 piercing damage and 3 bleed damage on a critical failure.

Main Item: Cloak of Gnawing Leaves

Gatewalkers #1: The Seventh Arch.

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Cloak of Elvenkind

Item 7+

illusion invested magical 

Usage worn cloak; Bulk L

Category Worn Item

This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast the ghost sound cantrip as an arcane innate spell. When you adjust the cloak's clasp (an Interact action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +1 item bonus to Stealth checks.

Activate [>>] Interact; Frequency once per day; Effect You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. If you're also wearing boots of elvenkind, you can activate this ability twice per day.

Type cloak of elvenkind; Level 7; Price 360 gp

Type greater cloak of elvenkind; Level 12; Price 1,750 gp

The cloak grants a +2 item bonus, and the effects of 4th-level invisibility. If you're also wearing boots of elvenkind, the greater cloak of elvenkind allows you to Sneak in forest environments even when creatures are currently observing you.

Core Rulebook, page 608.

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Cloak of Elvenkind

Item 7

illusion invested magical 

Price 360 gp

Usage worn cloak; Bulk L

Category Worn Item

This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast the ghost sound cantrip as an arcane innate spell. When you adjust the cloak's clasp (an Interact action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +1 item bonus to Stealth checks.

Activate [>>] Interact; Frequency once per day; Effect You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. If you're also wearing boots of elvenkind, you can activate this ability twice per day.
Main Item: Cloak of Elvenkind

Core Rulebook, page 608.

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Cloak Of Feline Rest

Item 1

enchantment invested magical 

Price 20 gp

Usage worn cloak; Bulk L

Category Worn Item

This black velvet cloak is featureless and very soft to the touch. Upon wearing it for the first time, you're momentarily overwhelmed with a sense of comfort and coziness. While wearing this cloak you can comfortably rest in any space, so long as it's not wet or particularly hazardous. While sleeping in this cloak you only take a –2 status penalty to auditory Perception checks, rather than a –4 status penalty.

Secrets of Magic, page 182.

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Cloak of Gnawing Leaves

Item 3+

rare invested primal transmutation 

Usage worn cloak; Bulk L

Category Worn Item

This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak's wearer.

Activate [R] envision; Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw.Success The creature is unaffected.Failure The creature takes 1d4 piercing damage.Critical Failure The creature takes 2d4 piercing damage and 1 bleed damage.

Type cloak of gnawing leaves; Level 3; Price 60 gp

Type cloak of thirsty fronds; Level 7; Price 330 gp

The save DC is 23, and the cloak can be activated once per minute. The leaves deal 1d6 piercing damage to a creature on a failed save, or 2d6 piercing damage and 2 bleed damage on a critical failure.

Type cloak of devouring thorns; Level 12; Price 2,000 gp

The save DC is 30, and the cloak can be activated once per round. The leaves deal 2d6 piercing damage to a creature on a failed save, or 4d6 piercing damage and 3 bleed damage on a critical failure.

Gatewalkers #1: The Seventh Arch.

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Cloak of Gnawing Leaves

Item 3

rare invested primal transmutation 

Price 60 gp

Usage worn cloak; Bulk L

Category Worn Item

This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak's wearer.

Activate [R] envision; Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw.Success The creature is unaffected.Failure The creature takes 1d4 piercing damage.Critical Failure The creature takes 2d4 piercing damage and 1 bleed damage.
Main Item: Cloak of Gnawing Leaves

Gatewalkers #1: The Seventh Arch.

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Cloak Of Immolation

Item 7

rare cursed evocation invested magical 

Usage worn cloak; Bulk L

Category Worn Item

Appearing as a magic cloak such as a cloak of elvenkind, this garment is made of highly volatile fabric. While wearing it, if you take fire damage, you also take 1d10 persistent fire damage. Taking fire damage while the persistent fire damage is in effect has no additional effect. You can extinguish the persistent fire damage as normal.

Any creature that hits you with a melee unarmed attack while you are taking this persistent fire damage takes fire damage equal to the persistent fire damage you took on your previous turn. Once the curse has activated for the first time, the boots fuse to you.

Gamemastery Guide, page 91.

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Cloak Of Repute

Item 4+

enchantment invested magical worn 

Usage worn cloak; Bulk 1

Category Worn Item

This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, granting you a +1 item bonus to Diplomacy checks to Make an Impression. Creatures attempting to learn about you gain the same bonus to Gather Information about you.

Activate [>>] command; Frequency once per day; Effect You wield your great stature to make a Request of a creature. If you roll a success on the check, you get a critical success instead.

Type cloak of repute; Level 4; Price 90 gp

Type greater cloak of repute; Level 9; Price 1,300 gp

The item bonus is +2. You can activate the cloak twice per day.

Type major cloak of repute; Level 17; Price 21,750 gp

The item bonus is +3. You can activate the cloak three times per day. If you roll a critical failure on your Diplomacy check when you activate the cloak, you get a failure instead.

LOCG, page 72.

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Cloak of Repute

Item 4

enchantment invested magical worn 

Price 90 gp

Usage worn cloak; Bulk 1

Category Worn Item

This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, granting you a +1 item bonus to Diplomacy checks to Make an Impression. Creatures attempting to learn about you gain the same bonus to Gather Information about you.

Activate [>>] command; Frequency once per day; Effect You wield your great stature to make a Request of a creature. If you roll a success on the check, you get a critical success instead.
Main Item: Cloak Of Repute

LOCG, page 72.

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Cloak of the Bat

Item 10+

invested magical transmutation 

Usage worn cloak; Bulk L

Category Worn Item

Sewn from several long strips of luxurious brown and black silk, this cloak grants you a +2 item bonus to Stealth checks as well as to Acrobatics checks to Maneuver in Flight. You can also use your feet to hang from any surface that can support your weight, without requiring any check, though you still must attempt Athletics checks to Climb in order to move around while inverted.

Activate [>>] command, Interact; Frequency once per day; Effect You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by casting a 4th-level pest form spell on you.

Type cloak of the bat; Level 10; Price 950 gp

Type greater cloak of the bat; Level 17; Price 13,000 gp

The item bonus is +3, and you can activate the cloak any number of times per day.

Core Rulebook, page 608.

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Cloak of the Bat

Item 10

invested magical transmutation 

Price 950 gp

Usage worn cloak; Bulk L

Category Worn Item

Sewn from several long strips of luxurious brown and black silk, this cloak grants you a +2 item bonus to Stealth checks as well as to Acrobatics checks to Maneuver in Flight. You can also use your feet to hang from any surface that can support your weight, without requiring any check, though you still must attempt Athletics checks to Climb in order to move around while inverted.

Activate [>>] command, Interact; Frequency once per day; Effect You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by casting a 4th-level pest form spell on you.
Main Item: Cloak of the Bat

Core Rulebook, page 608.

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Cloak of the False Foe

Item 12

invested primal transmutation 

Price 1,850 gp

Usage worn cloak; Bulk L

Category Worn Item

Images of strange animals and distorted figures are woven into this coarse, fur-lined cloak.

Activate Interact (polymorph, primal, transmutation); Frequency once per day; Effect The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local lore, the cloak of the false foe instead alters your appearance into a form imagined by the crafter of the cloak. One choice that occurs with disturbing frequency is a gaunt figure with triple-jointed fingers; an eyeless, hairless head with a lamprey mouth in the center of its face; and stubby tentacles waving down its neck. The transformation also grants the effects of either a 3rd-level humanoid form spell that lasts for 1 hour if you turn into a Medium cryptid, or a 5th-level humanoid form spell that lasts for 10 minutes if you turn into a Large cryptid.

While you're in cryptid form, any wounds left by your spells and Strikes appear to be the result of the cryptid's unarmed attacks and special abilities to a casual inspection. This doesn't alter the actual damage type inflicted or the effects of such attack. Someone closely studying the wounds can, with a successful DC 30 Medicine check, realize that magic has altered the appearance of the injuries.

Dark Archive, page 62.

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Cloak of Thirsty Fronds Cloak of Gnawing Leaves

Item 7

rare invested primal transmutation 

Price 330 gp

Usage worn cloak; Bulk L

Category Worn Item

This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak's wearer.

Activate [R] envision; Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw.Success The creature is unaffected.Failure The creature takes 1d4 piercing damage.Critical Failure The creature takes 2d4 piercing damage and 1 bleed damage.

The save DC is 23, and the cloak can be activated once per minute. The leaves deal 1d6 piercing damage to a creature on a failed save, or 2d6 piercing damage and 2 bleed damage on a critical failure.

Main Item: Cloak of Gnawing Leaves

Gatewalkers #1: The Seventh Arch.

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Clockwork Bookshelf

Item 1

uncommon clockwork 

Price 15 gp

Bulk 4

Category Adventuring Gear

This device was originally created by an inventor who had way more books they wanted to access than available wall space to store them. Each of the bookshelf's six levels is actually loaded with a pair of shelves instead of a single shelf. A simple switch on the side of the bookshelf flips the corresponding shelf to the other side, revealing any books stored in the paired shelf. While this makes the clockwork bookshelf a little deeper than a normal bookshelf, in order to fit both shelves, it effectively allows you to store twice as many books using the same amount of wall space. Those who wish to keep volumes hidden from visitors (or perhaps stow a weapon or potion within a false book) often load the hidden shelf first, then switch to the second shelf lined with more respectable volumes.

Guns & Gears, page 85.

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Clockwork Box Packer

Item 3

uncommon clockwork 

Price 50 gp

Bulk 4

Category Adventuring Gear

This handy clockwork device is too expensive for most warehouses and shipping docks to make use of it, but some nobles have purchased the item for their staff as a status symbol, and merchants who are in the shipping trade can afford to slowly reap the benefits of its usage. It takes 1 minute to wind a clockwork box packer; after which, it can function for up to 1 hour.

You can indicate how high you want the clockwork box packer to stack boxes and what the packing storage dimensions are. Once packing instructions have been input, you can load a crate onto the clockwork box packer, and it begins its task. Once the box is stacked, the clockwork box packer closes the box, if necessary, then ties a ribbon or cord around it from a supply loaded into the clockwork box packer in advance. Once the package is secure, the clockwork box packer stacks it and then swivels back into position, ready to accept another box. In this way, the clockwork device can finish within minutes a packing job that might take humanoid workers an hour.

Guns & Gears, page 85.

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Clockwork Chirper

Snare 3

uncommon auditory clockwork consumable mechanical snare trap 

Price 8 gp

Category Snare

This simple clockwork bird is no larger than a sparrow, designed to be wound up and perched on a tree branch or ledge. The Tiny clockwork remains immobile and silent until a Small or larger creature enters the square beneath its perch, at which point it springs into action. Once activated, it flies around making a loud chirping sound that can be heard up to 500 feet away. The bird then follows the creature that activated it for up to one hour or until it is destroyed, doing its best to stay just above the creature and out of reach, and continuing its string of loud chirps. The bird is an object with a Speed 10 feet, and a fly Speed of 25 feet. It has AC 15, Hardness 5, HP 10 (BT 5) and object immunities. Once broken, it can no longer fly. It can't attack or otherwise damage other creatures. After an hour has passed after its activation, the clockwork chirper falls into a pile of useless components.

Guns & Gears, page 79.

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Clockwork Cloak

Item 18

uncommon clockwork invested magical 

Price 20,000 gp

Usage worn cloak; Bulk L

Category Worn Item

Paper-thin interlocking gears and winding cogs make up this bronze cloak.

Activate [R] Interact; Frequency once per day; Trigger You're struck by a melee attack with a held weapon; Effect You deflect the blow and attempt to catch the weapon in the cloak's gears. Make an Athletics check to Disarm the weapon.
Activate [>>] Interact; Effect You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don't need to eat, drink, or sleep. You remain aware of your surroundings but take a –4 penalty to Perception checks. You can stay in standby mode indefinitely, although your body ages normally. You can leave standby mode as a free action. If you do so to initiate combat, you gain a +2 item bonus to your initiative roll.

AoE5, page 79.

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Clockwork Cloak

Item 18

uncommon clockwork invested magical transmutation 

Price 20,000 gp

Usage worn cloak; Bulk L

Category Worn Item

Paper-thin interlocking cogs and gears make up the bronze clockwork cloak.

Activate [R] Interact; Frequency once per day; Trigger You're struck by a melee attack with a held weapon; Effect The folds of the cloak attempt to divert the attack and catch the weapon in the cloak's gears. Make an Athletics check to Disarm the attacking creature.
Activate [>>] Interact; Effect You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don't need to eat, drink, or sleep. You remain aware of your surroundings but take a –4 penalty to Perception checks. You can stay in standby mode indefinitely, although your body ages normally. You can leave standby mode as a free action. If you do so to initiate combat, you gain a +2 item bonus to your initiative roll.

Treasure Vault, page 146.

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Clockwork Dial

Item

uncommon 

Price 20 gp

Hands 1

Category Adventuring Gear

This small timepiece allows you to accurately track time, useful for coordinating attacks, cooking, and all other sorts of activities, without the steadiness or care necessary to use an hourglass. As always, spell durations are too inexact to be reliably tracked, as they don't last precisely the duration listed. Protected within a brass or steel case, the clockwork mechanism of this device is turned using a small key. Most dials have a maximum duration of 1 hour, with each turn of the key adding 10 minutes to the timer, though some are crafted with longer or shorter durations and intervals. Setting the timer requires one free hand and an Interact action.

LOPSG, page 114.

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Clockwork Disguise

Item 6

uncommon clockwork 

Price 200 gp

Usage worn armor; Bulk 2

AC Bonus +2; Dex Cap +3

Strength 12; Check Penalty –1; Speed Penalty —

Category Light Armor; Group Plate

Sometimes, just disguising one's face just isn't convincing enough. Clockwork disguises were invented to supplement regular disguise kits, which are used all across Falavririak. For example, if a spy wants to infiltrate a military camp, they must be wearing the same type of armor as the soldiers stationed there—or else have a very good explanation for their commander as to why they're out of proper uniform! The clockwork disguise is intended to help avoid such awkward, potentially fatal confrontations.

The clockwork disguise looks like a harness connected to hundreds of small metal plates that cover the user's torso and arms. Each of these plates is equipped with several hinges, allowing them to be shaped into a wide variety of patterns. When these shaped plates are arranged and connected, they can be made to look like almost any basic suit of light or medium metal armor, though armor embellishments such as those worn by highranking officers are beyond this device. The arrangement process takes some time, but once it's completed, the user need only perform a few simple adjustments to a clockwork mechanism in the disguise to make the plate arrangement into a new preset configuration. Afterwards, when the user flips a switch on the harness's belt to one of three positions, the plates shift, overlap, and connect as necessary to transform the disguise into the desired preset configuration. The clockwork disguise can have up to three preset configurations at a time, and most users use a minimum of two: the one required for their current task, and a suitably inconspicuous configuration for when the first configuration is unnecessary.

Giving a clockwork disguise a new preset configuration requires 20 minutes of work. The clockwork disguise can have a maximum of three preset configurations at a time, and it can only mimic light and medium armor suits made of metal.

The clockwork disguise is light armor and has the stats listed above, regardless of which type of armor it mimics.

Activate [>] Interact; Effect Transform the clockwork disguise into any one current preset configuration of the user's choice.

Guns & Gears, page 85.

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Clockwork Diving Suit

Item 6

uncommon air clockwork water 

Price 200 gp

Usage Worn; Bulk 4

Category Adventuring Gear

The clockwork diving suit is a marvel of technology that allows its user to breathe underwater for hours at a time without the aid of magic. Compared to a more traditional magically-assisted diving suit using a bottle of air, a clockwork diving suit is both less expensive and better protected, making clockwork diving suits a good choice for characters who prefer more protection. However, they also come with a built-in time limit, which magical diving suits circumvent. A clockwork diving suit is a bulky, fully sealed suit of armor lined with a complex series of filter-equipped bladders that store and circulate air for the user to breathe.

A glass faceplate on the front of the helmet allows the user to see what's going on in front of them.

The suit's rigidity and mechanisms severely restrict the user's range of movement and keeps them from moving faster than a slow walk on the sea floor. To compensate for this, a clockwork water jet mechanism is installed in the suit's back. The water jet includes both a vacuum system and separate air bladder; it's activated with a simple pull of a lever on the suit's belt. When the lever is pulled, the vacuum system sucks in seawater, and seconds later, the air bladder sprays the water out and propels the user short distances.

This mechanism is also necessary for the suit to surface without walking to shore—it's too heavy to float on its own.

Most wearers can only swim a few feet before sinking back to the water's floor.

The diving suit contains enough air for three hours of operation, and the clockwork components can operate for up to 3 hours before the suit needs winding. If you run out of air, drowning and suffocation rules begin to apply as normal.

This air supply can be refilled by spending one hour in an area with air, and you can rewind the clockwork in a process that takes 10 minutes to complete.

The diving suit is a suit of medium armor, and it has the following stats: AC Bonus +4; Dex Cap +1; Check Penalty –4; Speed Penalty –15 ft; Strength 18.

Activate [>>] Interact; Effect The diving suit shoots out a water jet that causes you to Swim 25 feet in a straight line. The distance of this movement is unaffected by your swim Speed, if you have one, or the armor's Speed penalty.

However, difficult terrain, such as the difficult terrain for moving up or down or moving against a current, still slows this movement.

Guns & Gears, page 86.

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Clockwork Goggles

Item 1+

uncommon clockwork consumable gadget 

Usage worn eyepiece; Bulk L

Activate [>>] Interact

Category Consumable

This heavy set of mechanical goggles contains a variety of different lenses for different situations, including lenses that filter light at different intensities and frequencies and even some that capture heat and other stimuli. Clockwork mechanisms can swap between the lenses rapidly as needed.

However, many of these lenses can only capture a single stimulus once and then are forever etched with it, making them unsuitable for long-term use. When activated, the clockwork mechanism on the goggles rapidly switches between the different lenses, granting you the benefits of all of them for a brief period of time.

Type clockwork goggles; Level 1; Price 3 gp

When activated, you gain low-light vision for 10 minutes.

Type greater clockwork goggles; Level 4; Price 15 gp

When activated, you gain low-light vision and darkvision for 10 minutes.

Type major clockwork goggles; Level 8; Price 80 gp

When activated, you gain low-light vision, darkvision, and the effects of see invisibility for 10 minutes.

Guns & Gears, page 68.

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Clockwork Goggles

Item 1

uncommon clockwork consumable gadget 

Price 3 gp

Usage worn eyepiece; Bulk L

Activate [>>] Interact

Category Consumable

This heavy set of mechanical goggles contains a variety of different lenses for different situations, including lenses that filter light at different intensities and frequencies and even some that capture heat and other stimuli. Clockwork mechanisms can swap between the lenses rapidly as needed.

However, many of these lenses can only capture a single stimulus once and then are forever etched with it, making them unsuitable for long-term use. When activated, the clockwork mechanism on the goggles rapidly switches between the different lenses, granting you the benefits of all of them for a brief period of time.

When activated, you gain low-light vision for 10 minutes.

Main Item: Clockwork Goggles

Guns & Gears, page 68.

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