Items: C (Part 3 of 5)

60 items, from Clockwork Grappling Gun to Concealed Sheath.

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Part: 1 2 3 4 5

Clockwork Grappling Gun · Clockwork Heels · Clockwork Helm · Clockwork Macuahuitl · Clockwork Megaphone · Clockwork Monkey · Clockwork Recorder · Clockwork Rejuvenator · Clockwork Shield · Clockwork Shield · Clockwork Spider Bomb · Cloister Robe · Cloning Potion · Clothing · Clown Monarch · Club · Clubhead Poison · Coat Pistol · Coating · Codebreaker's Parchment · Codebreaker's Parchment · Codex of Destruction and Renewal · Codex Of Unimpeded Sight · Codex of Unimpeded Sight · Cognitive Mutagen · Coin Of Comfort · Cold Comfort · Cold Iron · Cold Iron Armor · Cold Iron Chunk · Cold Iron Ingot · Cold Iron Shield · Cold Iron Weapon · Collar · Collar of Empathy · Collar of Inconspicuousness · Collar Of The Eternal Bond · Collar of the Shifting Spider · Colorful Coating · Combat Fleshgem · Combat Grapnel · Combat Lure · Comealong · Communication Bangle · Communication Pendants · Communion Mat · Compass · Compass · Compass of Transpositional Awareness · Complex Puzzle Box · Composer Staff · Composer Staff · Composite Longbow · Composite Shortbow · Comprehension Elixir · Compressed Nevercold · Concealable Replacement Picks · Concealable Thieves' Tools · Concealed Holster · Concealed Sheath

Clockwork Grappling Gun

Item 1

uncommon 

Price 15 gp

Usage held in 2 hands; Bulk 1

Category Held

This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel's crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute.

Clockwork controls the reel on this grappling gun, reeling the grappling hook back in when you pull a lever. Reloading a clockwork grappling gun takes three Interact actions.

Main Item: Grappling Gun

Guns & Gears, page 64.

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Clockwork Heels

Item 7

rare clockwork 

Price 300 gp

Usage worn shoes; Bulk L

Category Worn Item

This clockwork footwear features a marvelous mechanical heel built into the base to increase your speed. When you lean your weight onto your heel, a springboard triggers and pops out small metal wheels that propel you forward. You gain a +5-foot item bonus to your Speed.

LOTGB, page 22.

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Clockwork Helm

Item 17

rare clockwork invested magical 

Price 13,000 gp

Usage worn headwear; Bulk L

Category Worn Item

Rotating gears cover the outside of this imposing helmet. In order to function, the device must be wound for 10 minutes once every 24 hours. The clockwork helm has a calming and focusing effect on the mind. If you're affected by a detrimental condition caused by a mental or emotion effect, each round at the beginning of your turn, the gears of the helmet unwind and reduce the value of the condition by 1.

This effect works only if the condition's value can normally be reduced by simply waiting; otherwise the helmet has no effect.

Activate [>>] envision; Frequency once per day; Requirements You've wound the clockwork helm for 10 minutes within the last 24 hours; Effect You fire a beam of withering heat from the helmet's eye slits at a target. Make a spell or ranged attack roll (your choice) to affect the target. On a hit, the target takes 10d8 fire damage and is drained 2.

AoE5, page 79.

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Clockwork Macuahuitl

Item

rare backswing clockwork forceful versatile b 

Price 550 gp

Bulk 1

Damage 1d10 slashing

Hands 2

Category Advanced Melee Weapon; Group Club

This finely-made wooden club has a beautiful, lacquered finish that gleams in the sunlight. A heavy ring of gears lined with sharpened pieces of obsidian automatically and constantly spin around the bulk of the wooden club lengthwise. Striking a foe digs the obsidian gears into the enemy's flesh and tears it with its blades. The ever-turning gears also help to dislodge an enemy's defensive position against the weapon.

The clockwork macuahuitl deals 1d10 slashing damage and has the backswing, forceful, and versatile B traits. The clockwork macuahuitl is a two-handed advanced weapon in the club weapon group.

LOTGB, page 22.

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Clockwork Megaphone

Item 1

uncommon clockwork 

Price 15 gp

Bulk 1

Category Adventuring Gear

A clockwork megaphone uses cunning clockwork gears to adjust the shape and angle of the cone within the megaphone, allowing you to raise or lower the volume, widen or contract the angle in which you project your voice, or both at the same time. This makes a clockwork megaphone far more useful than an ordinary megaphone for situations where you want to make sure that everyone in a particular venue or location can hear you without being so loud that your voice comes across as a painful shout. It takes 1 minute to wind up a clockwork megaphone, which allows it to remain active for up to 1 hour of adjustments, only counting the time you change the megaphone's settings, not the time you spend speaking.

Since it automatically enters standby mode when not in use, this typically means you don't have to wind up the clockwork megaphone for months, or even years, depending on how often you adjust the settings each day.

Guns & Gears, page 87.

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Clockwork Monkey

Snare 2

uncommon auditory clockwork consumable mechanical snare trap 

Price 5 gp

Category Snare

These cute and unassuming toy monkeys are often dressed in loud clothing and carry a percussion instrument. It's activated once a creature moves adjacent to the square it sits in, at which point it leaps on the creature, scurrying about on its agile hind legs while it pounds on its instrument, riding the creature and raising a racket. The creature being assaulted by the monkey must find a way to escape its agitator either via flinging the monkey off with the Escape action (DC 18) or by breaking the monkey. The monkey has AC 19, Hardness 2, HP 10 (BT 5) and object immunities.

Guns & Gears, page 79.

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Clockwork Recorder

Item 6

rare 

Price 250 gp

Usage held in 1 hand; Bulk L

Category Held

This small recording device can be as tiny as a music box or around the size of large book and is typically concealed in hollowed-out books and jewelry. A clockwork recorder can record up to 1 hour of sound before its wax cylinders must be retrieved and replaced.

Any given clockwork recorder can play back the recordings of a cylinder, regardless of whether it was the recorder used for the original recording.

Activate [>>>] Interact; Effect You wind the recorder to start recording sound or to play back a recording. You can have the recording or playback start immediately or be timed to start at any point up to one month later.

LOL, page 24.

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Clockwork Rejuvenator

Item 18

rare clockwork consumable magical necromancy 

Price 4,500 gp

Usage held in 1 hand; Bulk L

Activate [>] or [>>] Interact; Requirements The round you activate the rejuvenator, you must first spend either 1

Category Consumable

This device has four finger-like latches centered around a whirring mass of gears.

After winding the clockwork rejuvenator, you can latch it to the chest of an adjacent recently dead creature and return it to life.

If you wound the rejuvenator using 1 Interact action, you can return to life a creature that died in the last 2 rounds, restoring it to 1 HP. If you wound the rejuvenator using 2 Interact actions, you can return to life a creature that died within the last 3 rounds. After attaching, the device continues to whirl for 1 minute, restoring 10 HP per round to the target. Thereafter, the clockwork rejuvenator loses its magic and becomes inert.

AoE5, page 79.

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Clockwork Shield

Item 11+

magical transmutation 

Usage held in 1 hand; Bulk 1

Category Held

This brass-coated, steel shield (Hardness 12, HP 90, BT 45) has +2 striking shield spikes made of bronze gears.

Activate [>] Interact; Frequency once per day; Effect The shield's gears begin to spin, subtly adjusting the shield's position as you fight. You gain an extra reaction this turn and at the start of each of your turns for the next minute that you can use only to Shield Block.

Type clockwork shield; Level 11; Price 1,300 gp

Type greater; Level 18; Price 22,000 gp

A greater clockwork shield's (Hardness 17, HP 130, and BT 65) gears are +3 greater striking shield spikes.

Treasure Vault, page 22.

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Clockwork Shield

Item 11

magical transmutation 

Price 1,300 gp

Usage held in 1 hand; Bulk 1

Category Held

This brass-coated, steel shield (Hardness 12, HP 90, BT 45) has +2 striking shield spikes made of bronze gears.

Activate [>] Interact; Frequency once per day; Effect The shield's gears begin to spin, subtly adjusting the shield's position as you fight. You gain an extra reaction this turn and at the start of each of your turns for the next minute that you can use only to Shield Block.
Main Item: Clockwork Shield

Treasure Vault, page 22.

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Clockwork Spider Bomb

Item 8

uncommon clockwork consumable gadget 

Price 100 gp

Usage held in 1 hand; Bulk 1

Activate [>] Interact

Category Consumable

While arachnophobes don't need to fear this contraption's spiderlike appearance, they should probably worry if it starts ticking. When you activate the spider bomb, you place it on the ground and the clockwork spider crawls 5 feet in a straight line, continuing to advance 5 feet in the same straight line at the end of each of your turns for the next 4 rounds (traveling a total of 25 feet). If it takes any damage during this time, its bulbous abdomen detonates in a raging flame, dealing 5d6 fire damage to all creatures in a 5-foot burst (DC 24 basic Reflex save). You can also activate it a second time with a single-action command word activation, causing it to explode. The spider bomb has an AC of 10, 5 Hit Points, and +0 to all saving throws. After it detonates, the spider bomb is completely destroyed, regardless of the effects of its detonation. If it survives to the end of the 4-round duration without being detonated, the spider harmlessly loses its explosive charge and falls apart.

LOTGB, page 22.

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Cloister Robe

Item 9+

abjuration divine invested 

Usage worn garment; Bulk 1

Category Worn Item

The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit.

The robe is +1 resilient explorer's clothing and grants a +1 item bonus to Religion checks. The robe doesn't grant any benefits to a wearer who doesn't worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity's domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe's level.

Type lesser cloister robe; Level 9; Price 600 gp

Type moderate cloister robe; Level 12; Price 1,800 gp

The robe is +2 resilient explorer's clothing, and it grants a +2 item bonus to Religion checks.

Type greater cloister robe; Level 15; Price 6,000 gp

The robe is +2 greater resilient explorer's clothing with the focused trait. It also has the skill bonuses and activation of a cassock of devotion.

Type major cloister robe; Level 19; Price 32,000 gp

As greater cloister robe, but the robe is +3 greater resilient explorer's clothing.

Craft Requirements You are a cleric who worships the deity tied to the robe.

Treasure Vault, page 148.

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Cloning Potion

Item 18

rare conjuration consumable magical potion 

Price 5,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

When you drink a cloning potion, you split in two, one version of you remaining in your space and the other moving into an adjacent space. Your clone, which has the minion trait, looks like you and remains for 1 minute. Provided you are both on the same plane, you can command your clone telepathically with a single action with the concentrate trait. You can also issue verbal commands, as normal for a minion. As an action that has the concentrate trait, you can sense through your clone. When you do, you lose all sensory information from your own body. You can Dismiss this sense-sharing effect.

You and your clone share Hit Points, and the clone uses your statistics. Spells and effects target you and your clone as if you are separate creatures. The clone can Activate your abilities and Cast your Spells, limited by its number of actions, but you share elements such as use limits, frequency, and spell slots. In other words, your clone using one of your resources works as if you did so in or from your clone's space. Your clone has gear identical to your own, excepting artifacts and consumables. Any item taken from the clone melts into silvery dust within seconds, with ammunition or thrown objects lasting just long enough to travel to and possibly hit their target.

When the duration lapses, your clone melts into silvery dust. You become temporarily immune to cloning potion for 1d4 days.

Treasure Vault, page 88.

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Clothing

Item

Category Adventuring Gear

No entries found.

Type ordinary; Price 1 sp; Bulk —

Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes.

Type explorer's; Price 1 sp; Bulk L

Explorer's clothing is sturdy enough that it can be reinforced to protect you, even though it isn't a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk's garments, or wizard's robes, as members of all three classes are likely to avoid wearing armor.

Type fine; Price 2 gp; Bulk L

Fine clothing, suitable for a noble or royal, is made with expensive fabrics, precious metals, and intricate patterns. You can wear only one tool set of light Bulk with fine clothing, instead of the normal limit of 2 Bulk.

Type high-fashion fine; Level 3; Price 55 gp; Bulk L

You gain a +1 item bonus to checks to Make an Impression on upper-class folk while wearing high-fashion fine clothing.

Type winter; Price 4 sp; Bulk L

Winter clothing allows you to negate the damage from severe environmental cold and reduce the damage from extreme cold to that of severe cold.

Core Rulebook, page 288.

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Clown Monarch

Item 5

alchemical consumable injury poison 

Price 21 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

A victim of clown monarch is amusing to behold as they repeatedly suffer slapstick pratfalls. This poison disrupts the victim's sense of balance.

Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 falls prone and must succeed at a DC 5 flat check when attempting a Stand action or the action fails and is lost (1 round); Stage 2 as stage 1 but the DC is 10 (1 round); Stage 3 as stage 1 but the DC is 15 (1 round)

Treasure Vault, page 68.

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Club

Item

thrown 10 ft. 

Price 0 gp

Bulk 1

Damage 1d6 bludgeoning

Hands 1

Category Simple Melee Weapon; Group Club

This is a piece of stout wood shaped or repurposed to bludgeon an enemy. Clubs can be intricately carved pieces of martial art or as simple as a tree branch or piece of wood.

Core Rulebook, page 280.

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Clubhead Poison

Item 12

alchemical consumable injury poison 

Price 340 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

This poison is named for the strain of fungi from which it's distilled. Hallucinations assail the victim's mind, causing them to see imaginary foes.

Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 3d8 poison damage, flat-footed, and can't take reactions (1 round); Stage 2 4d8 poison damage, flat-footed, can't take reactions, stunned 1 (1 round); Stage 3 5d8 poison damage, flat-footed, can't take reactions, and stunned 1 (1 round)

Treasure Vault, page 68.

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Coat Pistol

Item

uncommon concealable concussive fatal d8 

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

Price 6 gp

Bulk L

Damage 1d4 piercing

Range 30 ft.; Reload 1

Hands 1

Category Simple Ranged Weapon; Group Firearm

This small pistol is easily concealed inside a jacket or some other article of clothing. Rarely kept as a primary weapon, coat pistols are equally favored by clever assassins and traveling Tobraid aristocrats.

Guns & Gears, page 151.

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Coating

Rune 9

conjuration extradimensional magical 

Price 700 gp

Usage etched onto a weapon

Category Rune

When etched, this rune creates an extradimensional space that links to the weapon that wields it. The space can hold up to 1 Bulk but can contain only poisons and magic oils that could be applied to the weapon. Stowing or retrieving an item in the space requires an Interact action, except when using the rune's activation.

Activate [>] command; Requirements At least one magic oil or poison is stored inside the rune's extradimensional space; Effect For 1 minute, you can apply stored oils and poisons to the weapon without needing any hands free. Applying them takes the same number of actions as normal. An oil or poison applied this way pours directly from the extradimensional space onto the weapon, and when it's fully applied, its empty vial is ejected.

Treasure Vault, page 32.

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Codebreaker's Parchment

Item 3+

illusion magical 

Usage held in 2 hands; Bulk L

Category Held

This finely crafted, seemingly mundane parchment is useful for writing sensitive documents. When words are written on this parchment, they instantly scramble into unrecognizable script, requiring a DC 20 check to Decipher Writing.

Activate [>] command; Effect The scrambled words align into the originally written script. Identifying the parchment reveals that it can be activated with a command, but a critical success to Identify Magic is needed to learn the command word.
Activate [>] Interact; Effect You light the parchment on fire, burning the words off while leaving the parchment unharmed and ready to bear more text.

Type codebreaker's parchment; Level 3; Price 45 gp

Type greater codebreaker's parchment; Level 10; Price 950 gp

The DC to Decipher Writing is 30 and requires master proficiency.

Type major codebreaker's parchment; Level 17; Price 14,500 gp

The DC to Decipher Writing is 40 and requires legendary proficiency.

Secrets of Magic, page 182.

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Codebreaker's Parchment

Item 3

illusion magical 

Price 45 gp

Usage held in 2 hands; Bulk L

Category Held

This finely crafted, seemingly mundane parchment is useful for writing sensitive documents. When words are written on this parchment, they instantly scramble into unrecognizable script, requiring a DC 20 check to Decipher Writing.

Activate [>] command; Effect The scrambled words align into the originally written script. Identifying the parchment reveals that it can be activated with a command, but a critical success to Identify Magic is needed to learn the command word.
Activate [>] Interact; Effect You light the parchment on fire, burning the words off while leaving the parchment unharmed and ready to bear more text.
Main Item: Codebreaker's Parchment

Secrets of Magic, page 182.

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Codex of Destruction and Renewal

Item 20

rare grimoire magical necromancy 

Price 70,000 gp

Bulk L

Category Grimoire

An unsmiling mask, half obsidian and half ivory, is embossed on the cover of this weighty tome, the opposite color forming the background of each half. Each codex of destruction and renewal is said to contain a fragment of the knowledge Khiziand gained in his apotheosis and they're sacred to his church.

Activate [>] envision (metamagic); Frequency once per day; Effect If your next action is to cast a damage-dealing evocation spell prepared from this grimoire, the spell wreaks even greater destruction. The spell ignores 10 resistance and you reroll any damage dice that roll a 1. If the spell reduces a creature to 0 Hit Points, they're torn apart at an infinitesimal level, not even leaving a fine ash; this is a death effect.
Activate [>] envision (metamagic); Frequency once per day; Effect If your next action is to cast a necromancy spell prepared from this grimoire that restores Hit Points, the spell renews the target constantly and perfectly. The spell grants the target regeneration 20, restoring 20 Hit Points at the start of its turn and preventing the target both from dying due to damage and from its dying condition increasing to a value that would result in its death. Each time the creature regains Hit Points from regeneration, it regrows all damaged or ruined organs; it can also regrow any severed body parts as a free action immediately after the body part is severed, with the original crumbling to ash.

The effect lasts for 4 rounds.

Treasure Vault, page 111.

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Codex Of Unimpeded Sight

Item 6+

divination grimoire magical 

Bulk L

Category Grimoire

A female figure peers through her blindfold from the cover of this stately tome.

Activate [F] envision; Frequency once per day; Requirements Your last action was to cast a divination spell prepared from this grimoire; Effect The grimoire offers you a glimpse into the truth of things. Seek or Recall Knowledge.

Type Codex of Unimpeded Sight; Level 6; Price 215 gp

Type greater Codex of Unimpeded Sight; Level 12; Price 1,800 gp

The frequency of the activation is once per hour instead of once per day. When you use it, you gain a +1 item bonus on your Perception check to Seek or skill check to Recall Knowledge.

Secrets of Magic, page 162.

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Codex of Unimpeded Sight

Item 6

divination grimoire magical 

Price 215 gp

Bulk L

Category Grimoire

A female figure peers through her blindfold from the cover of this stately tome.

Activate [F] envision; Frequency once per day; Requirements Your last action was to cast a divination spell prepared from this grimoire; Effect The grimoire offers you a glimpse into the truth of things. Seek or Recall Knowledge.
Main Item: Codex Of Unimpeded Sight

Secrets of Magic, page 162.

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Cognitive Mutagen

Item 1+

alchemical consumable elixir mutagen polymorph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your mind becomes clear and cognition flows freely, but physical matters seem ephemeral.

Benefit You gain an item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge. Your critical failures on Recall Knowledge checks become failures instead.

Drawback You take a –2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4.

Type lesser; Level 1; Price 4 gp

The bonus is +1, and the duration is 1 minute.

Type moderate; Level 3; Price 12 gp

The bonus is +2, and the duration is 10 minutes.

Type greater; Level 11; Price 300 gp

The bonus is +3, and the duration is 1 hour. You become trained in one Intelligence-based skill, chosen at creation.

Type major; Level 17; Price 3,000 gp

The bonus is +4, and the duration is 1 hour. You become trained in one skill, chosen at creation.

Core Rulebook, page 547.

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Coin Of Comfort

Item 3

uncommon enchantment magical 

Price 45 gp

Usage held in 1 hand

Category Held

This thick silver coin is deeply worn on one side, creating a shallow dip.

Activate [>] Interact; Frequency once per hour; Effect You rub your thumb along the grooved side and become filled with a sense of comfort and safety. You reduce your frightened condition by 1.

LOTGB, page 26.

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Cold Comfort

Item 7+

uncommon alchemical cold consumable 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

The contraption called cold comfort is a watertight pouch filled with a handful of small, heavy, silvery pellets. When emptied into an adjacent body of water, the pellets freeze the water's surface almost instantly, creating an ice block in a 10-foot square to a depth of 1 foot. Any creatures inside this space must attempt a DC 23 Reflex save. On a failure, the creature takes 2d6 cold damage and is immobilized for 1 minute or until it Escapes (DC 20) or the ice is broken. The entire ice block has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. The ice is strong enough to support one Large creature or up to four Medium or Small creatures. Traversing the slippery ice requires a successful DC 20 Acrobatics check to Balance.

Type lesser; Level 7; Price 70 gp

Ice created by the pellets lasts for 1 hour or until broken.

Type greater; Level 15; Price 1,300 gp

The area increases to a 20-foot square, the save DC increases to 34, the cold damage increases to 4d6 and the Escape DC increases to 31. Ice created by the pellets lasts for 3 hours or until broken. The block of ice is strong enough to support one Huge creature, up to 2 Large creatures, or up to 8 Medium or Small creatures.

LOTGB, page 18.

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Cold Iron

Material 2+

precious 

Category Material

Weapons made from cold iron are deadly to demons and fey alike.

Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items.

Cold Iron Items
Hardness
HP
BT
Thin Items
Low-grade
5
20
10
Standard-grade
7
28
14
High-grade
10
40
20
Items
Low-grade
9
36
18
Standard-grade
11
44
22
High-grade
14
56
28
Structures
Low-grade
18
72
36
Standard-grade
22
88
44
High-grade
28
112
56

Type cold iron chunk; Price 10 gp; Bulk L

Type cold iron ingot; Price 100 gp; Bulk 1

Type low-grade cold iron object; Level 2; Price 20 gp per Bulk

Type standard-grade cold iron object; Level 7; Price 250 gp per Bulk

Type high-grade cold iron object; Level 15; Price 4,500 gp per Bulk

Core Rulebook, page 578.

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Cold Iron Armor

Item 5+

Usage worn armor; Bulk varies by armor

Category Material

Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an unarmed attack against a creature in cold iron armor becomes sickened 1. A creature with weakness to cold iron is sickened 1 as long as it wears cold iron armor.

Type low-grade cold iron armor; Level 5; Price 140 gp; Craft Requirements The initial raw materials must include cold iron worth at least 70 sp + 7 sp per Bulk.

Type standard-grade cold iron armor; Level 11; Price 1,200 gp + 120 gp per Bulk; Craft Requirements The initial raw materials must include at least 150 gp of cold iron + 15 gp per Bulk.

Type high-grade cold iron armor; Level 18; Price 20,000 gp + 2,000 gp per Bulk; Craft Requirements The initial raw materials must include cold iron worth at least 10,000 gp + 1,000 gp per Bulk.

Core Rulebook, page 555.

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Cold Iron Chunk

Material 2+

precious 

Price 10 gp

Bulk L

Category Material

Weapons made from cold iron are deadly to demons and fey alike.

Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items.

Cold Iron Items
Hardness
HP
BT
Thin Items
Low-grade
5
20
10
Standard-grade
7
28
14
High-grade
10
40
20
Items
Low-grade
9
36
18
Standard-grade
11
44
22
High-grade
14
56
28
Structures
Low-grade
18
72
36
Standard-grade
22
88
44
High-grade
28
112
56
Main Item: Cold Iron

Core Rulebook, page 578.

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Cold Iron Ingot

Material 2+

precious 

Price 100 gp

Bulk 1

Category Material

Weapons made from cold iron are deadly to demons and fey alike.

Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items.

Cold Iron Items
Hardness
HP
BT
Thin Items
Low-grade
5
20
10
Standard-grade
7
28
14
High-grade
10
40
20
Items
Low-grade
9
36
18
Standard-grade
11
44
22
High-grade
14
56
28
Structures
Low-grade
18
72
36
Standard-grade
22
88
44
High-grade
28
112
56
Main Item: Cold Iron

Core Rulebook, page 578.

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Cold Iron Shield

Item 2+

Usage varies by shield

Category Material

Cold iron shields don't typically have an additional effect, though when used for a shield bash, they are cold iron weapons.

Type low-grade cold iron buckler; Level 2; Price 30 gp

Craft Bulk L; Requirements cold iron worth at least 15 sp The shield has Hardness 3, HP 12, and BT 6.

The shield has Hardness 3, HP 12, and BT 6.

Type low-grade cold iron shield; Level 2; Price 34 gp

Craft Bulk 1; Requirements cold iron worth at least 17 sp The shield has Hardness 5, HP 20, and BT 10.

The shield has Hardness 5, HP 20, and BT 10.

Type standard-grade cold iron buckler; Level 7; Price 300 gp; Bulk L; Craft Requirements cold iron worth at least 375 sp The shield has Hardness 5, HP 20, and BT 10.

Type standard-grade cold iron shield; Level 7; Price 340 gp; Bulk 1; Craft Requirements cold iron worth at least 425 sp The shield has Hardness 7, HP 28, and BT 14.

Type high-grade cold iron buckler; Level 15; Price 5,000 gp; Bulk L; Craft Requirements cold iron worth at least 2,500 gp The shield has Hardness 8, HP 32, and BT 16.

Type high-grade cold iron shield; Level 15; Price 5,500 gp; Bulk 1; Craft Requirements cold iron worth at least 2,750 gp The shield has Hardness 10, HP 40, and BT 20.

Core Rulebook, page 586.

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Cold Iron Weapon

Item 2+

Usage varies by weapon; Bulk varies by weapon

Category Material

Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey.

Type low-grade cold iron weapon; Level 2; Price 40 gp; Craft Requirements at least 20 sp of cold iron + 2 sp per Bulk.

Type standard-grade cold iron weapon; Level 10; Price 880 gp + 88 gp per Bulk; Craft Requirements at least 110 gp of cold iron + 11 gp per Bulk.

Type high-grade cold iron weapon; Level 16; Price 9,000 gp; Craft Requirements at least 4,500 gp of cold iron + 450 gp per Bulk.

Core Rulebook, page 599.

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Collar

Item 0

Price 1 sp

Category Animal Caretaking Adventuring Gear

No entries found.

LOTG, page 103.

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Collar of Empathy

Item 9

companion divination invested primal 

Price 600 gp

Usage worn collar (companion) and worn bracelet (you); Bulk 1

Category Companion

This ornate collar of intertwined leather strips of contrasting colors is paired with a bracelet of a similar construction.

When you wear and invest the bracelet and your companion wears and invests the collar, you gain a stronger connection to each other. You and your companion can always sense each others' emotional states and basic physical wants and needs.

Activate [>] envision; Effect You perceive through your animal companion's senses instead of your own. You can Sustain the Activation. You are unaware of your own surroundings for as long as you are using your animal companion's senses.

In addition to the obvious use when you are separated from your companion, this ability might allow you to notice sounds, scents, and other stimuli that your companion's senses register but yours alone don't.

Core Rulebook, page 604.

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Collar of Inconspicuousness

Item 8

companion invested primal transmutation 

Price 475 gp

Usage worn collar; Bulk 1

Category Companion

This leather collar's worn and almost threadbare look belies its magical nature. When your companion wears and invests the collar, it gains the ability to change its appearance from that of a ferocious animal into a more inconspicuous form.

Activate [>] envision; Effect You touch your animal companion to transform it into a nonthreatening Tiny creature of the same family or a similar creature (for instance, a house cat instead of a tiger, or a puppy instead of a wolf). This has the effects of pest form (2nd level, or 4th level if your companion can fly). The effect lasts until you Dismiss it.

Core Rulebook, page 604.

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Collar Of The Eternal Bond

Item 7

conjuration eidolon invested magical 

Price 330 gp

Usage worn collar; Bulk L

Category Worn Item

When you invest this collar for your eidolon, it changes its appearance to match the eidolon's form, possibly into a different sort of neckpiece such as a choker, and it glows brightly with the symbol you and your eidolon share.

While your eidolon wears a collar of the eternal bond, the collar bolsters their connection to you, allowing them to move up to 150 feet from you before unmanifesting instead of 100 feet. The eidolon can also Activate the collar to move even further.

Activate [>] envision; Frequency once per day; Effect Your eidolon focuses their will on the collar, allowing the collar to maintain the connection between you at any distance. For the next 5 minutes, you and your eidolon can move any distance from each other without your eidolon unmanifesting. When the duration ends, if your eidolon is more than 150 feet from you, they immediately unmanifest.

Secrets of Magic, page 182.

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Collar of the Shifting Spider

Item 5

alchemical 

Price 133 gp

Usage worn collar; Bulk 1

Activate [F] Interact

Category Worn Item

This intimidating collar contains a hollow central tube and ends in twin metal points shaped like spider fangs. The collar can be filled with an alchemical mutagen as an Interact action. As a free action triggered when you roll initiative, you can activate the collar, causing the metal points to dig into your neck, inflicting 1 piercing damage and injecting the mutagen directly into your bloodstream. This has the same effect as if you drank the mutagen conventionally, except the duration of the mutagen is halved due to the more direct administration.

Treasure Vault, page 63.

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Colorful Coating

Item 3+

alchemical consumable 

Usage held in 1 hand; Bulk L

Activate [>>>] Interact

Category Consumable

These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand.

It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted.

Type blue colorful coating; Level 3; Price 8 gp

Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that's loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface's collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for Athletics checks to Force Open the coated surface.

Type green colorful coating; Level 3; Price 10 gp

Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn't have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a +2 circumstance penalty to checks to Climb the coated surface.

Yellow colorful coating and green colorful coating have opposite effects. If they're both applied to the same surface, they negate one another.

Type indigo colorful coating; Level 3; Price 10 gp

Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object's Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert.

Type orange colorful coating; Level 3; Price 12 gp

Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating's surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round.

Type red colorful coating; Level 3; Price 10 gp

Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as reverse gravity.

Type violet colorful coating; Level 4; Price 15 gp

Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can help by providing the actions.

Type yellow colorful coating; Level 3; Price 8 gp

Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square's surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can't affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface's terrain.

The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to Climb the coated surface.

Treasure Vault, page 52.

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Combat Fleshgem

Item 5

uncommon evocation invested primal 

Price 160 gp

Usage envision

Category Worn Item

Originally developed as a body modification by oreads, fleshgems are crystals that can be implanted in the skin of a creature of any ancestry. While a fleshgem can be applied anywhere on the body for cosmetic purposes, the most common usage among adventurers is to implant them at the base of the fingers, to be used like brass knuckles.

These pointed crystal shards embedded in your fingers grant you a fist Strike that deals 1d6 piercing damage, is in the brawling group, and has the magical and unarmed traits. Combat fleshgems can be enhanced with the effects of handwraps of mighty blows, as normal for an unarmed attack.

Main Item: Fleshgem

LOTGB, page 110.

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Combat Grapnel

Item 1

uncommon finesse grapple tethered thrown 20 feet 

Price 9 sp

Bulk 1

Damage 1d6 piercing

Hands 2

Category Martial Melee Weapon; Group Flail

Although grappling hooks typically serve as a climbing tool, this specially reinforced grapnel attached to a rope up to 10 feet long can be swung as a weapon. This is a martial melee weapon.

LOPSG, page 81.

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Combat Lure

Item

uncommon finesse tethered thrown 20 feet training 

Price 2 gp

Bulk 1

Damage 1d6 bludgeoning

Hands 2

Category Martial Melee Weapon; Group Flail

A combat lure is a weighted leather sack at the end of a length of toughened cord and can be used both to bludgeon opponents and signal directions to a trained avian or other animal.

Treasure Vault, page 25.

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Comealong

Item

uncommon 

Price 3 gp

Bulk 1

Hands 2

Category Adventuring Gear

This portable winch consists of a length of cable or chain, two hooks, and a ratcheting drum with a handle. When used with two sections of rope or chain, it allows you to pull a heavy load along a flat surface.

LOPSG, page 114.

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Communication Bangle

Item 1

uncommon 

Price 10 gp

Usage worn

Category Worn Item

This simple brass ring is meant to be worn as an ornamentation piece to an outfit, oftentimes as a bangle on the wrist, as the ring closure of a scarf or sash, or as an ornamentation piece of a headdress. While decorative, this serves a cover for the bangle's function as a message bearer. Messages can be coded into the bangle, either through a series of raised dots and dashes or a pattern of notches of different depths and spacings. A bangle is large enough to hold a simple message consisting of a few words like "Danger. Flee." or "Meeting. Sunset. Fountain." Coding a message into a bangle requires 1 minute of time. All Vofalais with access to communication bangles are taught how to code and read most basic messages, but anyone with a bangle can develop their own communication system.

A creature inspecting a bangle can discover its true purpose by succeeding at a DC 20 Perception check. Deciphering a message requires a creature to succeed at a Society check against the coder's Deception DC.

LOPSG, page 2277.

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Communication Pendants

Item 13

rare auditory divination invested magical 

Price 3,000 gp

Usage worn; Bulk L

Category Worn Item

Each of these matching necklaces has been constructed using one half of a purple teardrop-shaped gem, split in two. These pendants function only with the other pendant in their pair and must be crafted together. If one pendant becomes broken, the other shatters into non-magical shards. The Price listed above is for a pair of pendants.

Activate Interact; Effect You speak, audibly projecting your voice from the pendant you're wearing to the other. Your voice can be heard by whoever is wearing the other pendant no matter how far away the pendants are from each other, as long as the wearer has invested the other pendant and is on the same plane as you. Continued activation allows you to communicate with the other pendant's wearer whenever and for as long as your desire.

PFUM.

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Communion Mat

Item 14

divination grimoire magical 

Price 3,750 gp

Bulk L

Category Grimoire

This pageless grimoire is made up of two durable covers that open to display a small ritual circle. When you first invest the grimoire, you and your familiar each press a limb to a corner of the mat. The ritual circle then morphs to one matching the tradition of your patron, the spells contained in your familiar appearing in the margins. During your daily preparations, your familiar performs a small jaunt around the open ritual circle to strengthen its connection to your patron.

Activate [>] envision (metamagic); Frequency once per 10 minutes; Effect If your next action is to cast one of the granted spells from your patron's theme or one of the spells your familiar learned from a lesson, your patron takes notice that you're putting their power to good use and strengthens your familiar with a surge of magic. Your familiar Sustains one of your Spells.

Treasure Vault, page 111.

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Compass

Item

Price 1 gp

Bulk —

Hands 1

Category Adventuring Gear

A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item).

Type Base; Price 1 gp

Type Lensatic; Level 3; Price 20 gp

A lensatic compass gives you a +1 item bonus to these checks.

Core Rulebook, page 288.

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Compass

Item

Price 1 gp

Bulk —

Hands 1

Category Adventuring Gear

A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item).

Main Item: Compass

Core Rulebook, page 288.

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Compass of Transpositional Awareness

Item 10

rare conjuration invested magical teleportation 

Price 950 gp

Usage held in 1 hand; Bulk L

Category Held

The silver face of this glass-encased compass is etched with dozens of esoteric symbols, obscure icons, and inscrutable abbreviations.

Activate [>] Interact (concentrate); Frequency once per minute; Effect You point the compass of transpositional awareness at an extant teleportation effect (such as a magical portal) or the site of a teleportation effect that existed within the last 1 minute (such as the space where a creature just cast dimension door). Attempt an Occultism check to determine to where the effect leads or led. The DC of this check is the effect's counteract DC. On a success, you know roughly the destination of the teleportation effect (for example "the Plane of Fire," "north," or "Khaigraik"). On a critical success, you ascertain the exact destination within mere feet for local effects (such as dimension door) or within a few miles for long-range effects (such as teleport, plane shift, or interdimensional portals).
Activate [>] Frequency once per day; Effect You use the compass of transpositional awareness to triangulate your current coordinates and the coordinates of your intended destination using teleportation magic. For 1 minute, whenever you cast a teleportation spell that has a range, increase that spell's range by 30 feet. If the spell normally has a range of touch, extend its range to 30 feet.

Dark Archive, page 153.

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Complex Puzzle Box

Item 1

Price 2 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 20.

Main Item: Puzzle Box

LOTGB, page 59.

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Composer Staff

Item 4+

enchantment magical staff 

Usage held in 1 hand; Bulk 1

Category Staff

A composer staff is short and shaped like an elegant black conductor's baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to Performance checks made with it.

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

Type composer staff; Level 4; Price 80 gp

Type greater composer staff; Level 8; Price 480 gp

Type major composer staff; Level 12; Price 1,800 gp

The item bonus is +2.

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

Treasure Vault, page 131.

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Composer Staff

Item 4

enchantment magical staff 

Price 80 gp

Usage held in 1 hand; Bulk 1

Category Staff

A composer staff is short and shaped like an elegant black conductor's baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to Performance checks made with it.

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

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

Main Item: Composer Staff

Treasure Vault, page 131.

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Composite Longbow

Item

deadly d10 propulsive volley 30 ft. 

Price 20 gp

Bulk 2

Damage 1d8 piercing

Ammunition Arrow; Range 100 ft.; Reload 0

Hands 1+

Category Martial Ranged Weapon; Group Bow

This projectile weapon is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Like all longbows, its great size also increases the bow's range and power. You must use two hands to fire it, and it cannot be used while mounted. Any time an ability is specifically restricted to a longbow, such as Miastox's favored weapon, it also applies to composite longbows unless otherwise stated.

Core Rulebook, page 282.

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Composite Shortbow

Item

deadly d10 propulsive 

Price 14 gp

Bulk 1

Damage 1d6 piercing

Ammunition Arrow; Range 60 ft.; Reload 0

Hands 1+

Category Martial Ranged Weapon; Group Bow

This shortbow is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Its compact size and power make it a favorite of mounted archers. Any time an ability is specifically restricted to a shortbow, it also applies to composite shortbows unless otherwise stated.

Core Rulebook, page 282.

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Comprehension Elixir

Item 2+

alchemical consumable elixir mental 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This bitter draught opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any words you read, so long as they are written in a common language. This elixir doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to Decipher Writing.

Type lesser; Level 2; Price 7 gp

The duration is 1 minute.

Type greater; Level 7; Price 54 gp

The duration is 10 minutes.

Core Rulebook, page 547.

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Compressed Nevercold

Item 14

catalyst consumable magical 

Price 720 gp

Usage held in 1 hand; Bulk L

Activate Cast a Spell (add 1 action)

Category Consumable

Nevercold, sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the Kaineizex. True to its name, nevercold remains warm to the touch. If you use nevercold to cast fire shield, the spell's duration increases by 1 minute, the cold resistance you gain from it lasts 1 hour, and you're protected from the effects of severe cold for 8 hours.

The catalyst affects 6th‑level or lower fire shield, and the protection from severe cold lasts 24 hours.

Main Item: Nevercold

Treasure Vault, page 75.

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Concealable Replacement Picks

Item 4

uncommon 

Price 10 gp

Bulk —

Category Adventuring Gear

If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action.

Main Item: Replacement Picks

LOPSG, page 114.

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Concealable Thieves' Tools

Item 4

uncommon 

Price 80 gp

Bulk L

Hands 1 or 2*

Category Adventuring Gear

You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them.

*You can use the set of tools with one hand if you are wearing it.

Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.

Main Item: Thieves' Tools

LOPSG, page 114.

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Concealed Holster

Item 3

Price 25 gp

Bulk L

Hands 1

Category Adventuring Gear

This leather holster is crafted to better hide small firearms from view. Only firearms designed for use in one hand are small enough to disguise with this holster. You gain a +1 item bonus to Stealth checks and DCs to hide or conceal a firearm or hand crossbow in this holster.

Guns & Gears, page 178.

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Concealed Sheath

Item 3

Price 25 gp

Category Adventuring Gear

This leather sheath is large enough to hold an item of up to light Bulk and is typically used for daggers, wands, thieves' tools, and similar objects. You can affix it to the inside of a boot, under a bracer or sleeve, or in other inconspicuous locations to gain a +1 item bonus to Stealth checks and DCs to hide or conceal the item within.

Advanced Player’s Guide, page 248.

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