60 items, from Chalk (10) to Clockwork Goggles.
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
Item
Price 1 cp for price of 10
Bulk —
Hands 1
Category Adventuring Gear
Core Rulebook, page 288.
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 BoxLOTGB, page 59.
Item 4+
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.
Item 4
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 SuitGuns & Gears, page 67.
Item 3
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.
Item 5
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.
Item 5
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 AppleTreasure Vault, page 51.
Item 6
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.
Item 3
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.
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 BloomTreasure Vault, page 119.
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.
Item 3
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 TokenCore Rulebook, page 570. Reprinted in BB.
Item 6
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.
Core Rulebook, page 572.
Item 4
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.
Item 6+
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.
Item 6
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 ElocutionCore Rulebook, page 608.
Item 1+
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.
Item 18
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.
Snare 14
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.
Item 9+
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.
Item 6
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.
LOPSG, page 31.
Item 17
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.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Treasure Vault, page 131.
Item 4
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.
Treasure Vault, page 47.
Item 17
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.
Core Rulebook, page 603.
Item
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.
Item
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.
Item 6+
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.
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.
Item 6
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.
Core Rulebook, page 608.
Item 8+
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.
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.
Item
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.
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.
Item 14
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.
Core Rulebook, page 572.
Item 14
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 OrbTreasure Vault, page 193.
Item 7
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 StoneCore Rulebook, page 604. Expanded in LOPSG, LOWG.
Item 4
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.
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.
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 KitCore Rulebook, page 288.
Item 4
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.
Item 12
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.
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 LeavesItem 7+
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.
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.
Item 7
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.
Core Rulebook, page 608.
Item 1
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.
Item 3+
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.
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.
Item 3
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.
Item 7
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.
Item 4+
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.
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.
Item 4
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.
LOCG, page 72.
Item 10+
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.
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.
Item 10
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.
Core Rulebook, page 608.
Item 12
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.
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.
Item 7
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.
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 LeavesItem 1
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.
Item 3
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.
Snare 3
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.
Item 18
Price 20,000 gp
Usage worn cloak; Bulk L
Category Worn Item
Paper-thin interlocking gears and winding cogs make up this bronze cloak.
AoE5, page 79.
Item 18
Price 20,000 gp
Usage worn cloak; Bulk L
Category Worn Item
Paper-thin interlocking cogs and gears make up the bronze clockwork cloak.
Treasure Vault, page 146.
Item
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.
Item 6
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.
Guns & Gears, page 85.
Item 6
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.
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.
Item 1+
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.
Item 1
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 GogglesGuns & Gears, page 68.