Items: C (Part 4 of 5)

60 items, from Condensed Mana to Cunning.

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Part: 1 2 3 4 5

Condensed Mana · Conducting · Conduit Shot · Confabulator · Conflagration Club · Conrasu Coin · Contagion Metabolizer · Containment Contraption · Conundrum Spectacles · Conundrum Spectacles · Cookware · Cooperative Blade · Cooperative Waffles · Cooperative Waffles · Copper Penny · Coral Armor · Corpse Compass · Corpsecaller Round · Corpseward Pendant · Corpseward Pendant · Corrosive · Corrosive · Corrosive Ammunition · Corrosive Engravings · Corruption Cassock · Corset knife · Courtier's Pillow Book · Covered Battering Ram · Cow · Coyote Cloak · Coyote Cloak · Crackling Bubble Gum · Cradle Minder · Crafter's Eyepiece · Crafter's Eyepiece · Crescent Cross · Crimson Brand · Crimson Fulcrum Lens · Crimson Worm Repellent Cave Worm Repellent · Crossbow · Crowbar · Crowbar · Crown Of Insight · Crown Of The Companion · Crown of the Companion · Crown Of The Fire Eater · Crown of the Fire Eater · Crushing · Crushing · Crushing Coils · Crying Angel Pendant · Cryolite Eye · Cryomister · Crystal Ball · Crystal Shards · Cube Barricade Stone · Cube of Falutruneth · Cube of Force · Cube of Recall · Cunning

Condensed Mana

Item 7

rare alchemical consumable 

Price 69 gp

Usage held in 1 hand; Bulk L

Activate [>>] Strike

Category Consumable

Condensed mana is a crystal vial filled with concentrated miasma from the Krougriaror Wastes. The colors shift abruptly and unpredictably within and the opening of the bottle is sealed tighter than any other potion or alchemical item, emphasizing its dangers.

On a successful Strike, the creature takes 1 force damage. Then, roll on the Wellspring Surge table (Secrets of Magic 250). The result affects all creatures within the emanation indiscriminately. For the purpose of determining the effects of the surge, use a spell level of 4 and a DC of 23. The person Striking with this vial is considered to be the caster for the purposes of determining effects on the Mana Surge table. The emanation is centered on the target's space, and both the caster and the target of the wellspring surge are the target of the condensed mana. On a failed Strike, the surge only has an effect if it would normally affect an area; if you roll an effect that depends on a caster or a target, nothing happens.

If the effect normally doesn't have a DC, creatures affected by the surge or within the surge's area must attempt a DC 23 Reflex save instead. On a critical failure on any saving throw against condensed mana, the creature is stunned 1 by the wild energies of the surge.

Sometimes a wellspring surge's effects make it difficult to determine exactly who is affected. The GM makes the determination, basing it on creatures directly affected; for example, while many creatures can hear the music from the surge "strike up the band," only the creature emanating the music is directly affected by it.

Craft Requirements You must be in or adjacent to an area of Krougriaror Wastes miasma.

LOIL, page 234.

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Conducting

Rune 7

evocation magical 

Price 300 gp

Usage etched onto a weapon

Category Rune

A conducting weapon can channel energy through it. The weapon gains the resonant weapon trait, except that when you Conduct Energy, the weapon deals an additional 1d8 damage of the selected type instead of 1 additional damage per die; if the weapon already had the resonant weapon trait, it deals 1d8 damage plus 1 damage per die instead. On a critical hit, the weapon deals 1d8 persistent damage of the same type.

LOAG, page 140.

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Conduit Shot

Item 6+

consumable magical transmutation 

Ammunition any

Activate [>] command

Category Consumable

Fine lines of djezet sparkle in conduit shot. When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 3rd level or lower; has an area of a burst, cone, or line; and does not have a duration, the djezet in the ammunition flares in striations of red light, increasing the area of that spell. Add 5 feet to the radius of a burst that has a radius of at least 10 feet or to the length of a cone or line normally 15 feet long or smaller. For a larger cone or line, add 10 feet to the length. These increases are based on the spell's original area, ignoring any increases due to other effects, such as the Widen Spell feat. Increasing a spell's area destroys the ammunition, which otherwise remains active for 1 minute.

Type lesser; Level 6; Price 50 gp

Type moderate; Level 10; Price 200 gp

The spell can be 5th level or lower.

Type greater; Level 14; Price 600 gp

The spell can be 7th level or lower.

Treasure Vault, page 80.

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Confabulator

Item 3

uncommon illusion magical 

Price 55 gp

Usage Affixed to instrument; Bulk L

Category Assistive Item

This device attaches to any non-percussive musical instrument, allowing a non-verbal character to shape the sounds of the instrument into speech. The speech can be any language the character understands, and the sound of the speech resembles the instrument the device is attached to. You also gain a +1 item bonus to Performance checks made with the instrument.

Treasure Vault, page 109.

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Conflagration Club

Item 6

evocation magical 

Price 250 gp

Usage held in 2 hands; Bulk 2

Category Martial Weapon

A ring of magical crystals encircles the base of this +1 striking greatclub, allowing it to absorb and store magical energy.

Activate [R] envision; Trigger You Cast a Spell from a spell slot, and the spell has the acid, cold, electricity, fire, or sonic trait; Requirements The club has no charges; Effect You mentally align the club's crystals to reverberate with energy from the spell. It gains a number of charges equal to the level of the spell slot, and the charges are attuned to the damage type matching the spell's trait. If the spell has more than one eligible trait, choose one when the charges are stored.
Activate [>>] command, envision (magical, evocation); Requirements The club has at least 1 charge; Effect You flip the club around to blast a cone of energy from its base. Each creature in a 15-foot cone takes 1d6 damage per charge stored in the club, with a basic Reflex save against your spell DC or DC 19, whichever is greater. The damage type is the same type the charges were attuned to. The club loses all of its charges.

Secrets of Magic, page 182.

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Conrasu Coin

Item 3+

uncommon consumable magical talisman 

Usage affixed to armor; Bulk —

Activate [F] envision; Trigger varies, see entry

Category Talisman

These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be activated to call upon the power of a specific type of aeon.

Type Arbiter; Level 3; Price 7 gp

This coin has small wings like an arbiter, the messenger and diplomat aeon. When you activate the coin, you gain a +2 circumstance bonus on the Diplomacy check, which increases to a +3 circumstance bonus to Make an Impression on a lawful creature.

Type Bythos; Level 10; Price 200 gp

This cog-like coin bears an hourglass on one side and the four-armed silhouette of a bythos—aeons that steward over time—on the other. When activated, you catch a glimpse of your body moving on one of its potential timelines in response to danger and you follow those movements to dodge. You gain a +2 circumstance bonus to AC against the attack, and after resolving the attack, you can Stride up to 10 feet without triggering reactions. If you have the Nimble Roll feat and the attack misses, you can Stride up to 20 feet instead.

Dark Archive, page 154.

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Contagion Metabolizer

Item 5+

alchemical consumable elixir healing 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn't happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour.

If you're a chirurgeon alchemist and have powerful alchemy, you can substitute your statistics when you create a contagion metabolizer using Quick Alchemy, if your stats are higher. This replaces the counteract level with half your level rounded up and the counteract modifier with your class DC – 10.

Type lesser; Level 5; Price 30 gp

The elixir has a counteract level of 3 and a +11 counteract modifier.

Type moderate; Level 11; Price 300 gp

The elixir has a counteract level of 6 and a +19 counteract modifier.

Type greater; Level 19; Price 8,000 gp

The elixir has a counteract level of 10 and a +30 counteract modifier.

Treasure Vault, page 59.

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Containment Contraption

Item 8

uncommon invested magical transmutation 

Price 500 gp

Usage worn armor; Bulk 6

Category Armor

This heavy, mechanized brass suit is studded with pistons, gears, dials, and gauges and topped with a front-facing thick glass porthole. The suit is a suit of +1 full plate. While worn, it completely encloses you, providing protection against inhaled toxins—you gain a +1 circumstance bonus to all saving throws made against such effects. The suit isn't airtight, however, and doesn't protect against drowning if you're immersed in water or suffocation if you're placed in a vacuum—at least, not until you activate it.

Activate [>] envision; Frequency once per day; Effect The containment contraption fills with breathable air and filters exterior air or water to create more breathable air for you, as needed. This state persists for up to 1 hour, during which time you can breathe normally in environments where you normally couldn't.

During this time, your circumstance bonus to saving throws against inhaled toxins increases to +2, and you also gain a +2 circumstance bonus to saves against olfactory effects. This effect ends immediately if the containment contraption becomes broken.

OoA2, page 79.

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Conundrum Spectacles

Item 5+

uncommon divination invested magical 

Usage worn eyepiece

Category Worn Item

These wire spectacles have been fitted with circular glass lenses. While wearing the spectacles, you gain a +1 item bonus to Decipher Writing.

Activate Interact; Frequency once per day; Requirements You are attempting to read something in a language you don't understand; Effect You flick a small toggle on the side of the spectacles, flipping the lenses over in the frames. You can understand the meaning of the language you are reading. This doesn't let you understand codes, riddles, or metaphors (subject to the GM's discretion). This effect lasts 1 hour.

Type Conundrum Spectacles; Level 5; Price 150 gp

Type Greater; Level 10; Price 850 gp

The item bonus is +2, and the activated effect can be used up to three times per day.

PFUM.

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Conundrum Spectacles

Item 5

uncommon divination invested magical 

Price 150 gp

Usage worn eyepiece

Category Worn Item

These wire spectacles have been fitted with circular glass lenses. While wearing the spectacles, you gain a +1 item bonus to Decipher Writing.

Activate Interact; Frequency once per day; Requirements You are attempting to read something in a language you don't understand; Effect You flick a small toggle on the side of the spectacles, flipping the lenses over in the frames. You can understand the meaning of the language you are reading. This doesn't let you understand codes, riddles, or metaphors (subject to the GM's discretion). This effect lasts 1 hour.
Main Item: Conundrum Spectacles

PFUM.

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Cookware

Item

Price 1 gp

Bulk 2

Hands 2

Category Adventuring Gear

No entries found.

Core Rulebook, page 288.

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Cooperative Blade

Item 6

unique divination magical 

Price 250 gp

Usage held in 1 hand; Bulk 1

Category Held

This +1 striking longsword has a mirror-like blade free of tarnish despite being millennia old. While wielding it, you gain a +2 item bonus to checks to Aid. If you're an expert with the skill or attack roll you're using to Aid and you critically succeed, you grant your ally a +3 circumstance bonus to the triggering check instead of a +2 bonus.

Abomination Vaults #2: Hands of the Devil, page 71.

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Cooperative Waffles

Item 2+

alchemical consumable processed 

Usage held in 2 hands; Bulk L

Activate 10 minutes Interact

Category Consumable

Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who share the batch. You can split the waffles with one other creature. After you both eat half of the waffles to Activate them, when one of you uses Follow the Expert to follow the other, the circumstance bonus granted is 1 higher. The waffles' bonus lasts 24 hours or until you next make your daily preparations, whichever comes first. You can only be linked to one creature in this way at a time; if either of you eats cooperative waffles again, the effect of your previous waffles ends.

Type cooperative waffles; Level 2; Price 5 gp

Type greater cooperative waffles; Level 5; Price 25 gp

The benefit of the waffles also applies when one of you successfully Aids a skill check the other attempts.

Treasure Vault, page 47.

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Cooperative Waffles

Item 2

alchemical consumable processed 

Price 5 gp

Usage held in 2 hands; Bulk L

Activate 10 minutes Interact

Category Consumable

Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who share the batch. You can split the waffles with one other creature. After you both eat half of the waffles to Activate them, when one of you uses Follow the Expert to follow the other, the circumstance bonus granted is 1 higher. The waffles' bonus lasts 24 hours or until you next make your daily preparations, whichever comes first. You can only be linked to one creature in this way at a time; if either of you eats cooperative waffles again, the effect of your previous waffles ends.

Main Item: Cooperative Waffles

Treasure Vault, page 47.

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Copper Penny

Item 5

consumable magical talisman transmutation 

Price 30 gp

Usage affixed to explorer's clothing (or another item in the unarmored defense category); Bulk —

Activate [F] envision; Trigger You are knocked prone; Requirements You're an expert in Acrobatics, and you are unarmored.

Category Talisman

This plain copper coin is typically affixed near the feet, on a pant leg or hem. When you Activate it, you Stand and can't be knocked prone again on the current turn.

Treasure Vault, page 92.

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Coral Armor

Item

aquadynamic 

Price 5 gp

Bulk 2

AC Bonus +3; Dex Cap +2

Strength 14; Check Penalty –-2; Speed Penalty –5 ft.

Category Medium Armor; Group Skeletal

A good option for undersea explorers and aquatic peoples alike, coral armor consists of panels of carved coral. If worn underwater, some of this coral can even be alive.

Treasure Vault, page 9.

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Corpse Compass

Item 3

uncommon divination magical necromancy 

Price 45 gp

Usage held in 1 hand; Bulk L

Category Held

This bone compass, made of the bones of sapient creatures that died violent deaths, is eerily effective when it comes to locating corpses. If you know you're Tracking a creature that's dead, you can use the compass's idiosyncrasies to your advantage and gain a +2 item bonus to your Survival check to do so. Otherwise, it works as a normal compass.

OoA3, page 76.

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Corpsecaller Round

Item 9

uncommon consumable magical necromancy negative 

Price 130 gp

Ammunition round

Activate [>] Interact

Category Consumable

This bullet is crafted entirely from obsidian and engraved with hair-thin runes. When an activated corpsecaller round hits a target, the struck creature is called to the grave. It takes 4d10 negative damage with a DC 25 Fortitude saving throw.

Critical Success The foe is unaffected.Success The foe takes half damage.Failure The foe takes full damage and is doomed 1. If the foe dies within the next 24 hours, its corpse is tethered to the Negative Energy Plane, making it easier to raise as an undead. Creatures using the create undead ritual on the foe's corpse receive a +2 circumstance bonus to their primary and secondary skill checks for the ritual.Critical Failure As failure, except the foe takes double damage and is doomed 2.

OoA3, page 76.

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Corpseward Pendant

Item 5

uncommon abjuration invested magical 

Price 150 gp

Usage worn amulet; Bulk –

Category Worn Item

This small pendant is usually shaped like a humanoid skull or small animal skull.

Activate [>] Interact; Frequency three times per day; Effect You become undetectable to undead creatures for 10 minutes. Undead can't see, hear, or smell you, nor detect you with sensory capabilities such as scent or tremorsense. A creature can attempt a single DC 18 Will saving throw to ignore this effect.

If an undead has reason to believe that undetected opponents are present, it can still attempt to Seek or Strike you. If you attempt to use a positive spell to damage undead, use Command Undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant's effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours.

AoE1, page 80.

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Corpseward Pendant

Item 5

uncommon abjuration invested magical 

Price 150 gp

Usage worn; Bulk —

Category Worn Item

A corpseward pendant is usually shaped like the skull of a humanoid or small animal.

Activate [>] Interact; Frequency once per hour; Effect You become undetectable to undead creatures for 10 minutes. Undead can't see, hear, or smell you, or detect you with sensory capabilities such as tremorsense. A creature can attempt a DC 18 Will saving throw to ignore this effect. If an undead has reason to believe that undetected opponents are present, it can still attempt to Seek or Strike you. If you attempt to use a positive spell to damage undead, use Command Undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant's effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours.

Treasure Vault, page 153.

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Corrosive

Rune 8+

acid conjuration magical 

Usage etched onto a weapon

Category Rune

Acid sizzles across the surface of the weapon. When you hit with the weapon, add 1d6 acid damage to the damage dealt.

In addition, on a critical hit, the target's armor (if any) takes 3d6 acid damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead.

Type corrosive; Level 8; Price 500 gp

Type greater corrosive; Level 15; Price 6,500 gp

The acid damage dealt by this weapon ignores the target's acid resistance. Increase the acid damage dealt to armor or a shield on a critical hit to 6d6.

Core Rulebook, page 583.

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Corrosive

Rune 8

acid conjuration magical 

Price 500 gp

Usage etched onto a weapon

Category Rune

Acid sizzles across the surface of the weapon. When you hit with the weapon, add 1d6 acid damage to the damage dealt.

In addition, on a critical hit, the target's armor (if any) takes 3d6 acid damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead.

Main Item: Corrosive

Core Rulebook, page 583.

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Corrosive Ammunition

Item 7

consumable evocation magical 

Price 70 gp

Ammunition any

Activate [>] Interact

Category Consumable

This peculiar ammunition is coated in yellow dust that leaves a stain on anything it touches. When activated corrosive ammunition hits a target, it dissolves across the target's armor. The armor takes 1d8 persistent acid damage that ignores the armor's Hardness; if the target isn't wearing armor, it takes the acid damage instead. This damage occurs at the end of the target's turns.

The creature can end this effect by spending an Interact action to wipe off the corrosive dust, and otherwise the effect ends once the armor becomes broken.

Advanced Player’s Guide, page 257.

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Corrosive Engravings

Item 5

acid conjuration grimoire magical 

Price 140 gp

Bulk L

Category Grimoire

These tin sheets are bound in brass and show significant signs of erosion. The grimoire's title is acid-etched, and flipping between the sheets leaves your fingers covered in flecks of rust and powdery metal.

Activate [F] envision; Frequency once per day; Effect If your next action is to cast an acid or poison spell that deals persistent damage, any creature who takes persistent damage from the spell is also sickened 2 until the persistent damage ends. Using an action to retch can reduce the sickened value as normal, but it can't reduce the sickened value below 1 until the persistent damage ends.

Treasure Vault, page 111.

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Corruption Cassock

Item 11

rare cursed divination divine focused intelligent invested 

Usage worn garment; Bulk L

Category Worn Item

Perception +20; precise vision 30 feet, imprecise hearing 30 feet, constant detect alignment

Communication telepathy (Celestial, Common, four other languages)

Skills Deception +21, Diplomacy +19, Religion +19, Society +21

Int +2, Wis +5, Cha +4

Will +20

Devotees of non-evil faiths fear and loathe corruption cassocks, each of which is dedicated to an evil deity. When the garment chooses a target, such as when it senses a worshipper of a good or neutral deity, it alters its form to match another deity's iconography, appearing to be a cassock of devotion for that deity. Once donned, the cassock tries to subtly sway its wearer to the worship of its deity.

If the wearer begins to succumb, the corruption cassock gradually reverts to its true appearance, replacing its false iconography as its wearer converts.

A corruption cassock functions as a cassock of devotion for any wearer it chooses. Once you invest the cassock, it fuses to you. The cassock has the alignment trait of its deity (LE, NE, or CE), and while you remain loyal to another deity, you believe it grants you a +2 item bonus to Religion checks and a +1 item bonus to the divine skill of the deity to whom you believe the cassock is dedicated. It does neither. The GM secretly adjusts your checks with those skills, causing you to fail at religious tasks more often. If you have multiple equal or lower item bonuses to the affected skills, the cassock takes precedence, negating those bonuses. If you convert to following the cassock's true evil deity, however, these bonuses function normally for you. If you attempt to Cast a Spell with an alignment trait that doesn't match the cassock's, it can force you to attempt a DC 28 Will save. On a failure, you're stupefied 1 for one minute (stupefied 2 on a critical failure). A corruption cassock uses this ability to convince you that your deity has forsaken you.

Activate [>] envision; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity you believe the cassock is dedicated to. If you don't spend this Focus Point by the end of this turn, it's lost.

However, when you use this activation, the corruption cassock can instead cast a domain spell of the same level from its deity. It does so only to confuse and dismay you, harming your faith.

Treasure Vault, page 190.

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Corset knife

Item

agile concealable finesse thrown 10 ft. 

Price 3 sp

Bulk L

Damage 1d4 piercing

Hands 1

Category Simple Melee Weapon; Group Knife

A favored self-defense weapon among bar and tavern workers, the corset knife has a weighted hilt and a cylindrical, needlelike blade designed to be easily hidden in clothing, but quickly retrieved in a pinch.

Treasure Vault, page 25.

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Courtier's Pillow Book

Item 6

enchantment grimoire magical 

Price 250 gp

Bulk L

Category Grimoire

This elegant journal has a detailed social dossier on the owner's acquaintances. When you make your daily preparations, you can inscribe a secret or embarrassing foible about a specific individual that you know to be true or have on good authority.

Activate [F] envision; Frequency once per day; Effect If your next action is to cast an enchantment spell on a target about whom you've written an entry in the book, you can state that secret or foible before Casting the Spell to give the target a –1 circumstance penalty to their saving throw against the spell.

The inscription then disappears from the grimoire.

Treasure Vault, page 112.

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Covered Battering Ram

Item 6

uncommon large portable 

Price 250 gp

Usage portable, held in 12 hands; Bulk 20

Crew 6

AC 23

Hardness 12, HP 48 (BT 24)

Simple but powerful, a battering ram is a full tree stripped of limbs with one end clad in iron, often shaped like a ram's head. Large handles are affixed to the sides so it can be hefted and carried by a crew.

Ram [>>>] Requirements The other members of the crew have Readied to Stride on your order; Effect You and the crew Stride, with a maximum distance equal to the slowest crew member's Speed, then make a melee Strike with the ram against a structure or an unattended, stationary object. The damage of this Strike is 5d8 + the highest Strength modifier among members of the crew.

Though it has the same Ram activity as the basic battering ram, a covered battering ram is additionally suspended from a protective roof attached to large wheels. This gives the crew members greater cover against attacks from outside. The cover is on the left and right flank, but open on the front and rear to allow for operating the ram. The roof has AC 23, Hardness 12, HP 48, and BT 24. Breaking the roof doesn't affect the operation of the battering ram but eliminates the cover.

Main Item: Battering Ram

Guns & Gears, page 74.

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Cow

Item 0

Price 8 gp

Category Pet

No entries found.

LOTG, page 103.

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Coyote Cloak

Item 3+

divination invested magical 

Usage worn cloak; Bulk —

Category Worn Item

This dusty coat is made of mangy brown-and-gray coyote fur.

You gain a +1 item bonus to Survival checks. If you critically succeed at your Survival check to Subsist, you can feed twice as many additional creatures.

Type coyote cloak; Level 3; Price 60 gp

Type greater coyote cloak; Level 9; Price 650 gp

The cloak grants a +2 item bonus, and if you critically succeed at a Survival check to Subsist, you can feed four times as many additional creatures.

Core Rulebook, page 609.

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Coyote Cloak

Item 3

divination invested magical 

Price 60 gp

Usage worn cloak; Bulk —

Category Worn Item

This dusty coat is made of mangy brown-and-gray coyote fur.

You gain a +1 item bonus to Survival checks. If you critically succeed at your Survival check to Subsist, you can feed twice as many additional creatures.

Main Item: Coyote Cloak

Core Rulebook, page 609.

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Crackling Bubble Gum

Item 5+

alchemical consumable lozenge 

Usage held in 1 hand; Bulk —

Category Consumable

This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects.

Secondary Effect [>>] (sonic) You blow a bubble with the gum until it pops, after which it becomes inert. The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a –10-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 Interact actions. These actions don't have to be consecutive, and other creatures can provide the actions as well.

Type lesser; Level 5; Price 30 gp

The item bonus is +1, the damage is 4d4, and the DC is 19.

Type moderate; Level 9; Price 150 gp

The item bonus is +2, the damage is 6d4, and the DC is 25.

Type greater; Level 13; Price 450 gp

The item bonus is +2, the damage is 8d4, and the DC is 30.

Type major; Level 15; Price 1,000 gp

The item bonus is +3, the damage is 9d4, and the DC is 34.

Treasure Vault, page 47.

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Cradle Minder

Item 0

Price 50 gp

Category Pet

Sought after in Grezukhi, the cradle minder resembles an imp. Despite rumors they were given as part of household pacts with devils, these creatures were bred from fiendish frogs. Amphibious, they have leathery wings, frog-like eyes, and a forgiving temperament. They're ideal companions for children, as they tend to bond closely with one person and let out loud croaks when they become aware of danger. They require fiendish earthworms (unique feed) regularly, so ensuring you have a stable food supply is a necessity for ownership.

LOTG, page 103.

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Crafter's Eyepiece

Item 3+

invested magical transmutation 

Usage worn eyepiece; Bulk —

Category Worn Item

This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts. While worn, this eyepiece gives you a +1 item bonus to Crafting checks. When you Repair an item, increase the Hit Points restored by 15 per proficiency rank instead of 10.

Type crafter's eyepiece; Level 3; Price 60 gp

Type greater crafter's eyepiece; Level 11; Price 1,200 gp

The eyepiece grants a +2 item bonus and can be activated.

Activate 1 minute (Interact); Frequency once per day; Effect You calibrate the eyepiece to have it cast a 5th-level creation spell over the course of 1 minute to construct a temporary item.

Core Rulebook, page 609.

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Crafter's Eyepiece

Item 3

invested magical transmutation 

Price 60 gp

Usage worn eyepiece; Bulk —

Category Worn Item

This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts. While worn, this eyepiece gives you a +1 item bonus to Crafting checks. When you Repair an item, increase the Hit Points restored by 15 per proficiency rank instead of 10.

Main Item: Crafter's Eyepiece

Core Rulebook, page 609.

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Crescent Cross

Item 1

combination 

Price 8 gp

Bulk L

Ranged

Traits capacity 3, parry

Damage 1d6 piercing

Ammunition rounds; Range 30 ft.; Reload 1

Group Bow

Melee

Traits critical fusion, parry

Damage 1d4 slashing

Group Knife

Hands 1

Category Martial Ranged Weapon

A crescent cross combines a small scizore with an arm-mounted crossbow apparatus that can hold up to three bolts at a time.

Treasure Vault, page 31.

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Crimson Brand

Item 9

uncommon evocation magical 

Price 700 gp

Usage held in 1 or 2 hands; Bulk 1

Category Held

These ominous swords are decorated with crimson lacquer and serve as perfect conduits for the Crimson Oath's power. The first was granted to Kroushekrid Falamoraikraeth by a mysterious patron who many Shaegraem believe to be an emissary of Neigrain.

A crimson brand is a +1 striking wounding bastard sword. When the wielder uses the crimson brand to cast invoke the Crimson Oath (page 90), they can generate a 60-foot line or a 30-foot cone instead of the normal 20-foot cone. Whenever the wielder would inflict persistent bleed damage on an undead creature with the crimson brand, they can instead wreathe the creature in ruby energy, inflicting the same amount of persistent positive damage instead of persistent bleed damage.

LOCG, page 92.

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Crimson Fulcrum Lens

Item 9

unique enchantment invested occult 

Price 700 gp

Bulk 1

Category Other

This concave lens has a drifting crimson cloud resembling slowly swirling blood within it. While you have the Crimson Fulcrum Lens invested, you seethe with malevolent fury you can barely contain. You gain a +2 item bonus to saving throws against fear effects and a +2 item bonus to your melee Strike damage (this increases to a +4 item bonus to damage if the melee Strike is a jaws attack). You can also activate the lens in the following ways.

Activate [>>] Interact; Effect You grasp the Crimson Fulcrum Lens in one hand and make a Strike that doesn't require that hand. The Strike deals an additional 1d8 precision damage (or 2d8 precision damage if you make a jaws Strike) and doesn't count toward your multiple attack penalty.
Activate [>>] Interact (attack, possession); Effect While grasping the lens, make a melee spell attack roll with a modifier of +18. On a hit, you force the splinter of Vaethiak's essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by any effect that removes a possession effect. The lens doesn't have any magical abilities until the possession effect ends; when it does, the essence returns to the lens.

Abomination Vaults #3: Eyes of Empty Death, page 75.

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Crimson Worm Repellent Cave Worm Repellent

Item 18

uncommon alchemical consumable 

Price 4,500 gp

Usage held in 1 hand; Bulk L

Category Consumable

Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-footradius area. In either case, after it is applied, it lasts for 24 hours or until it is scrubbed clean with 1 minute of work.

When applied to a creature, the repellent causes cave worms of the indicated type to avoid attacking that creature in melee as long as they have something else nearby to attack. The repellent does not deter a cave worm from making ranged attacks against a coated target. If no creatures are within a cave worm's reach and it wants to approach and make a melee attack, it approaches and attacks a non-coated creature if it can without spending more actions to do so.

If the coated creature is swallowed by the designated type of cave worm, the cave worm must succeed at a Fortitude save or involuntarily regurgitate the swallowed creature on the next round (a single action)

When sprinkled around an area, cave worm repellent negates any chance of a random encounter with the particular type of cave worm in that area, as the creatures purposefully avoid the affected area.

Other types of repellent that function similarly to this one might exist at the GM's discretion. Uncommon or rare creatures are typically much harder to repel, and repellent against them might necessitate harvesting ingredients from the creatures themselves (such as the creature's liver or a certain gland).

Craft Requirements The initial raw ingredients must include a crimson worm's liver.

Main Item: Cave Worm Repellent

Extinction Curse #5: Lord of the Black Sands, page 75.

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Crossbow

Item

Price 3 gp

Bulk 1

Damage 1d8 piercing

Ammunition Bolt; Range 120 ft.; Reload 1

Hands 2

Category Simple Ranged Weapon; Group Bow

This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt.

Core Rulebook, page 281.

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Crowbar

Item

Price 5 sp

Bulk L

Hands 2

Category Adventuring Gear

When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.

Type Base

Type Levered; Level 3; Price 20 gp

A levered crowbar grants you a +1 item bonus to Athletics checks to Force Open anything that can be pried open.

Core Rulebook, page 288.

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Crowbar

Item

Price 5 sp

Bulk L

Hands 2

Category Adventuring Gear

When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.

Main Item: Crowbar

Core Rulebook, page 288.

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Crown Of Insight

Item 7

uncommon abjuration invested magical tattoo 

Price 360 gp

Usage tattoo

Category Tattoo

A series of evenly spaced, unblinking tattooed eyes line your skin. When you enter an area that contains creatures within 60 feet that are unnoticed to you, the GM rolls a secret Perception check for you against the creatures' Stealth DCs. On a success, the creature becomes undetected by you, rather than unnoticed, and on a critical success, the creature becomes hidden to you. All creatures in the area are then temporarily immune to your crown of insight for 24 hours. The crown of insight doesn't help you find hidden items or traps, nor can it help you discern a creature hiding in plain sight, such as a gargoyle pretending to be an inanimate statue. Additionally, since the effect occurs when you move to enter an area that contains creatures, it doesn't detect an unnoticed creature Sneaking up on you.

LOTGB, page 38.

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Crown Of The Companion

Item 6

uncommon healing invested magical necromancy positive 

Price 250 gp

Usage worn crown; Bulk L

Category Worn Item

Stories tell of a forgotten king who once loved his subjects so much he was willing to give his own life energy for them. Whether true or not, this majestic wooden crown bears elaborate carvings depicting that tale. It's ringed with images of the same kingly figure giving more and more of himself to a throng of needy subjects. While wearing it, you gain a +1 item bonus to Diplomacy checks.

Activate [>>] envision, Interact; Frequency once per day; Effect You bow to an ally within 30 feet, creating a magical bond between the two of you. You cast shield other targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers 4d8 Hit Points and you recover half of what they recover.

Strength of Thousands #2: Spoken on the Song Wind, page 75.

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Crown of the Companion

Item 6

uncommon healing invested magical necromancy positive 

Price 250 gp

Usage worn headwear; Bulk L

Category Worn Item

Stories tell of a king who once loved his subjects so much he was willing to give his own life energy for them, using an object like the crown of the companion. Whether true or not, this majestic wooden crown bears elaborate carvings depicting that tale with images of a regal figure giving increasingly of themself to a throng of needy subjects. While wearing this crown, you gain a +1 item bonus to Diplomacy checks.

Activate [>>] envision, Interact; Frequency once per day; Effect You bow to an ally within 30 feet, creating a magical bond between the two of you as if you cast shield other targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers 4d8 Hit Points and you recover half of what they recover.

Treasure Vault, page 151.

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Crown Of The Fire Eater

Item 8+

uncommon evocation invested magical 

Usage worn; Bulk L

Category Worn Item

A wreath of flames dances around the rim of this golden crown. You gain resistance 5 to fire.

Activate [R] command; Frequency once per day; Trigger You take fire damage; Effect You absorb some of the flame that would harm you. Increase your fire resistance from the crown from 5 to 15. Just after taking any remaining fire damage, you regain a number of Hit Points equal to 15 or the fire damage dealt by the triggering attack before damage resistance, whichever is less.

Type crown of the fire eater; Level 8; Price 500 gp

Type greater crown of the fire eater; Level 12; Price 2,000 gp

The constant fire resistance is 10. When activated, the fire resistance and maximum number of Hit Points regained are each 25.

Type major crown of the fire eater; Level 16; Price 10,000 gp

The constant fire resistance is 15. When activated, the fire resistance and maximum number of Hit Points regained are each 35.

LOTGB, page 110.

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Crown of the Fire Eater

Item 8

uncommon evocation invested magical 

Price 500 gp

Usage worn; Bulk L

Category Worn Item

A wreath of flames dances around the rim of this golden crown. You gain resistance 5 to fire.

Activate [R] command; Frequency once per day; Trigger You take fire damage; Effect You absorb some of the flame that would harm you. Increase your fire resistance from the crown from 5 to 15. Just after taking any remaining fire damage, you regain a number of Hit Points equal to 15 or the fire damage dealt by the triggering attack before damage resistance, whichever is less.
Main Item: Crown Of The Fire Eater

LOTGB, page 110.

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Crushing

Rune 3+

uncommon magical necromancy 

Usage etched onto a bludgeoning weapon

Category Rune

Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this weapon, your target becomes clumsy 1 and enfeebled 1 until the end of your next turn.

Type crushing; Level 3; Price 50 gp

Type greater crushing; Level 9; Price 650 gp

Your critical hits leave the target clumsy 2 and enfeebled 2 until the end of your next turn.

LOTGB, page 42.

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Crushing

Rune 3

uncommon magical necromancy 

Price 50 gp

Usage etched onto a bludgeoning weapon

Category Rune

Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this weapon, your target becomes clumsy 1 and enfeebled 1 until the end of your next turn.

Main Item: Crushing

LOTGB, page 42.

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Crushing Coils

Item 5

rare cursed evocation invested magical 

Usage worn armor; Bulk 1

Category Armor

Made from constrictor snakeskin, the strips of this +1 leather armor wrap around you like an anaconda might wrap around its victim. The first time you roll a 1 on any attack roll or check after donning the armor, it fuses with you and constricts. It constricts anytime you roll a 1 on any attack roll or check thereafter. When the armor constricts, you're restrained for 1 round.

Activate [>] command, Interact; Effect The armor wraps around you, allowing you to don it by the time the activation finishes.

Treasure Vault, page 191.

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Crying Angel Pendant

Item 2

consumable divine necromancy talisman 

Price 7 gp

Usage affixed to armor; Bulk —

Activate [F] envision; Trigger You critically fail to Administer First Aid; Requirements You are trained in Medicine.

Category Talisman

When you activate this alabaster pendant, your critical failure becomes a normal failure instead.

Core Rulebook, page 566.

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Cryolite Eye

Item 6

rare contract invested magical 

Category Contract

You tore your eye from the socket and offered it to whatever spirit would take it. In return, you received a glass eye in its place.

This eye allows you to see as normal, and when you succeed at a Perception check against an illusion, you get a critical success instead. Once per day, from any distance, the entity that holds your bargained contract can overwhelm your cryolite eye with magical energy, causing images to float over your vision that inflict the dazzled condition on you for 1 minute.

Activate [>>] command; Frequency once per day; Effect You look through the glass eye sealing your bargained contract. The contract casts see invisibility affecting you.

Dark Archive, page 164.

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Cryomister

Item 1+

uncommon cold consumable gadget 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you've done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a burst with a radius depending on the type, making the affected area difficult terrain for 1 minute; , at the GM's discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister's rapidly cooling mist deals cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an Acrobatics check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one or more creatures of the listed size.

Type lesser; Level 1; Price 3 gp

The area is a 5-foot burst, the Acrobatics DC is 17, and the cold splash damage is 1. The floating ice can support one creature up to Medium size.

Type moderate; Level 5; Price 25 gp

The area is a 10-foot burst, the Acrobatics DC is 21, and the cold splash damage is 3. The floating ice can support one Large creature or two Medium or smaller creatures.

Type greater; Level 11; Price 250 gp

The area is a 15-foot burst, the Acrobatics DC is 30, and the cold splash damage is 5. The floating ice can support one Huge creature, two Large creatures, or four Medium or smaller creatures.

Type major; Level 17; Price 2,500 gp

The area is a 20-foot burst, the Acrobatics DC is 39, and the cold splash damage is 8. The floating ice can support one Gargantuan creature, two Huge creatures, four Large creatures, or eight Medium or smaller creatures. The ice can't support Gargantuan creatures larger than a 20-by-20-foot space, such as a mu spore.

Guns & Gears, page 68.

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Crystal Ball

Item 14+

uncommon divination magical scrying 

Usage held in 1 hand; Bulk L

Category Held

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

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

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

Type clear quartz; Level 14; Price 3,800 gp

Type selenite; Level 15; Price 7,000 gp

Scrying is DC 36 and gives you the benefits of see invisibility on the target.

Type moonstone; Level 16; Price 7,500 gp

Scrying is DC 37 and gives you the benefits of mind reading on the target, using the same save DC.

Type peridot; Level 17; Price 12,500 gp

Scrying is DC 39 and gives you the benefits of telepathy for communicating with the target.

Type obsidian; Level 19; Price 32,000 gp

Scrying is DC 41 and gives you the benefits of true seeing for anything you watch through it.

Core Rulebook, page 572.

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Crystal Shards

Item 4+

alchemical bomb consumable earth splash 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb explodes, it deals the listed piercing damage and piercing splash damage as the mixture suddenly turns into solid crystals flying at high speeds.

Surfaces in the splash area grow brittle, gleaming red crystals that crumble to dust after 1 minute. The crystals on level surfaces are caltrops (Core Rulebook 287). The crystals on vertical surfaces can be used briefly as handholds, granting the listed item bonus to the next Athletics check to Climb each space. The crystals in each space crumble after the creature leaves, whether Climbing or moving through the caltrops.

Type moderate; Level 4; Price 16 gp

The item bonus is +1. The bomb deals 2d4 piercing damage and 4 piercing splash damage.

Type greater; Level 12; Price 350 gp

The item bonus is +2. The bomb deals 3d4 piercing damage and 5 piercing splash damage.

Type major; Level 18; Price 4,000 gp

The item bonus is +3. The bomb deals 4d4 piercing damage and 6 piercing splash damage.

Advanced Player’s Guide, page 252.

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Cube Barricade Stone

Item 8

uncommon conjuration consumable magical structure 

Price 80 gp

Bulk — (when not activated)

Activate [>>] command, Interact

Category Structure

The ancient inhabitants of Geimiax crafted these magic rocks to construct defenses quickly. In its stone form, a barricade stone appears to be a simple pebble with an unnaturally geometric shape. The size and shape of the stone's final form depends on the type of barricade stone.

When you activate the barricade stone, you drop it on the ground, throw it up to 20 feet away, or sling it using a sling weapon. Upon landing, the stone instantly and permanently expands. The stone grows to its maximum size. While normally items with the structure trait put creatures in their area inside the structure, this effect creates solid stone, so it can't be placed in an area where there are creatures. While it's likely to take some time even with the right tools, an activated barricade stone can be destroyed the same as any normal stone structure (Hardness 14, HP 56).

This seemingly simple six-sided die was designed to block a corridor. When activated, it grows to fill a solid square or rectangular space no more than 20 feet on any side. The cube fills spaces well enough that Tiny creatures can't slip through, but it's far from a perfect seal. Liquids, gases, and minuscule creatures such as insects can still find ways around it. Depending on the irregularities of the space the cube fills, it might be possible to see or hear past it.

Main Item: Barricade Stone

Strength of Thousands #3: Hurricane’s Howl, page 75.

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Cube of Falutruneth

Item 25

unique artifact evocation magical 

Usage held in 1 hand

Category Artifact

The Cube of Falutruneth acts as a Lesser Cube of Falutruneth except it suppresses all magic within 5 feet of it with the effects of a 10th-level antimagic field spell, instead of just one school. However, spells you cast and magic items you wield ignore the antimagic field from the Cube of Falutruneth.

Activate [>>] Interact; Frequency once per minute; Effect A cube of force or Lesser Cube of Falutruneth within 60 feet of you becomes inert. It can't be Activated, any current activation ends, and any constant abilities it has cease to function.

LOIL, page 304.

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Cube of Force

Item 13

rare evocation magical 

Price 3,000 gp

Usage held in 1 hand; Bulk —

Category Held

A cube of force is an enchanted cube that measures an inch across. While made from any hard material, the sides of a cube of force are decorated so that they can be distinguished by touch.

Activate [>>] Interact; Frequency once per day; Effect You hold the cube aloft and depress one of its six faces for several seconds. The cube creates six walls around you, creating a cube 10 feet on each side centered on you (typically centered on the top of your space if you're a Medium creature). If a creature or object overlaps any of these walls, that face of the cube doesn't appear; this also means if you're Huge or larger, the activation has no effect, as your space is larger than the cube would be. The duration and effect of the six walls depends on which face of the cube you press when you Activate the cube, as seen on Table 5: Cube Effects (below). Pressing the sixth cube face with a simple Interact action Dismisses the effect; doing so isn't an activation and thus doesn't count against the cube's frequency. The walls have the AC, Hit Points, and Hardness of a wall of force.
TABLE 5: Cube Effects
Cube Face
Duration
Effect
1
30 minutes
The walls keep out gas and wind, attempting to counteract such effects that cross the threshold with a +20 counteract modifier but allowing all other things through.
2
10 minutes
The walls block nonliving matter from crossing; a nonliving creature must succeed at a DC 30 Will save to cross the threshold, wasting their move action on a failure, and unattended objects can't cross. Non-magical ranged attacks can't cross either and instead attack the wall. A living creature can bring attended objects across the walls without needing to attempt a saving throw.
3
10 minutes
The walls block living matter from crossing; a living creature must succeed at a DC 30 Will save to cross the threshold, wasting their move action on a failure.
4
5 minutes
The walls keep out magical effects that cross the threshold, attempting to counteract magical effects with a +20 counteract modifier, though they don't prevent a creature with magical items or effects from entering.
5
1 minute
The walls block everything, with the effects of wall of force.
6
—
The cube is Dismissed (this takes only an Interact action and isn't an activation).

LOIL, page 304.

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Cube of Recall

Item 19

conjuration magical 

Price 40,000 gp

Usage held in 1 hand; Bulk L

Category Held

This small cube has smooth matte sides. One side is black, the opposite side is white, and the other four are various shades of gray. Each side can be attuned to a location and then teleport you back to that spot in the blink of an eye.

Activate 10 minutes (command, envision, Interact); Effect Pick one side of the cube and set it face up. You attune the cube to the location you currently occupy. Each side can be attuned to only one location. Once you use this action to attune to a location, the side you pick loses any previously attuned location.
Activate [>>>] command, envision, Interact (teleportation); Effect While speaking a word of command and bringing the location into your mind, you push the corresponding side of the cube. You teleport to the location attuned to the side you press, within 100 feet of the attuned location, as long as that location is on the same planet. If it's not, your activation produces no effect, but the attunement remains.

Treasure Vault, page 114.

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Cunning

Rune 5

uncommon divination magical 

Price 140 gp

Usage etched on a slashing or piercing weapon

Category Rune

The weapon performs divination magic on the blood of your foes, granting you insight into their abilities and weaknesses.

Activate [F] envision; Frequency once per minute; Requirements On your previous action this turn, you used this weapon to hit and damage a creature that has blood or other vital fluids; Effect You learn the secrets the weapon gleaned from the creature's blood. Attempt to Recall Knowledge about the target of the required attack, gaining an item bonus to the Recall Knowledge skill check equal to the weapon's item bonus to attack rolls from its potency rune.

If the required attack was a critical hit, you also gain a +2 circumstance bonus to this check.

LOPSG, page 124.

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