60 items, from Clockwork Grappling Gun to Concealed Sheath.
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
Item 1
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 GunGuns & Gears, page 64.
Item 7
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.
Item 17
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.
AoE5, page 79.
Item
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.
Item 1
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.
Snare 2
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.
Item 6
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.
LOL, page 24.
Item 18
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.
Item 11+
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.
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.
Item 11
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.
Treasure Vault, page 22.
Item 8
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.
Item 9+
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.
Item 18
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.
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.
Item 5
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.
Item
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.
Item 12
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.
Item
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.
Rune 9
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.
Treasure Vault, page 32.
Item 3+
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.
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.
Item 3
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.
Secrets of Magic, page 182.
Item 20
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.
The effect lasts for 4 rounds.
Treasure Vault, page 111.
Item 6+
Bulk L
Category Grimoire
A female figure peers through her blindfold from the cover of this stately tome.
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.
Item 6
Price 215 gp
Bulk L
Category Grimoire
A female figure peers through her blindfold from the cover of this stately tome.
Secrets of Magic, page 162.
Item 1+
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.
Item 3
Price 45 gp
Usage held in 1 hand
Category Held
This thick silver coin is deeply worn on one side, creating a shallow dip.
LOTGB, page 26.
Item 7+
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.
Material 2+
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.
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.
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.
Material 2+
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.
Core Rulebook, page 578.
Material 2+
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.
Core Rulebook, page 578.
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.
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.
Item 0
Price 1 sp
Category Animal Caretaking Adventuring Gear
No entries found.
LOTG, page 103.
Item 9
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.
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.
Item 8
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.
Core Rulebook, page 604.
Item 7
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.
Secrets of Magic, page 182.
Item 5
Price 133 gp
Usage worn collar; Bulk 1
Activate 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.
Item 3+
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.
Item 5
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: FleshgemLOTGB, page 110.
Item 1
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.
Item
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.
Item
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.
Item 1
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.
Item 13
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.
PFUM.
Item 14
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.
Treasure Vault, page 111.
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.
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: CompassCore Rulebook, page 288.
Item 10
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.
Dark Archive, page 153.
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 BoxLOTGB, page 59.
Item 4+
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.
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.
Item 4
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.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Composer StaffTreasure Vault, page 131.
Item
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.
Item
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.
Item 2+
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.
Item 14
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: NevercoldTreasure Vault, page 75.
Item 4
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 PicksLOPSG, page 114.
Item 4
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' ToolsLOPSG, page 114.
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.
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.