60 items, from Cage to Chakri.
Cage · Calamity Glass · Called · Called · Caltrop Snare · Caltrops · Camouflage Dye · Camouflage Suit · Camouflage Suit · Camp Shroud · Campaign Stable · Candle (10) · Candle Of Invocation · Candle Of Revealing · Candle of Truth · Candlecap · Candy Constrictor Wondrous Figurines · Cane Of The Maelstrom · Cane Pistol · Cannon · Cantrip Deck · Cape Of The Open Sky · Cape of the Vobrodeik · Capsaicin Tonic · Captivating Bauble · Captivating Score · Careless Delight · Carnasia Liativeirn Emblem · Carrion Cask · Cartographer's Kit · Cassisian Helmet · Cassock of Devotion · Caster's Targe · Cat · Cat's Eye Elixir · Catapult · Catching · Caterwaul Sling · Cauldron Of Nightmares · Caustic Deteriorating Dust · Cauterizing Torch · Cave Worm Repellent · Celestial Armor · Celestial Hair · Celestial Peach · Celestial Peachwood Sword · Celestial Staff · Ceramic Plate · Cerulean Scourge · Chain (10 feet) · Chain Mail · Chain of Stars · Chain Of The Stilled Spirit · Chain Shirt · Chain Sword · Chair of Inventions · Chair Storage · Chakram · Chakri · Chakri
Item 0
Price 5 sp
Category Animal Caretaking Adventuring Gear
No entries found.
LOTG, page 103.
Item 11
Usage held in 1 hand; Bulk L
Category Held
This mirror appears to give warnings about the future, but subtle and malevolent hands designed the silver-framed glass to lure heroes into bringing doom upon those they hope to save.
No matter what, the mirror shows only tragedies. The mirror's visions are accurate but misleading, as they depict tragedies that could be averted but in so doing might lead to greater suffering.
For example, a calamity glass might show a family starving as the result of harbor officials turning away a boatload of improperly documented grain. Without intervention, this future will come to pass.
What the mirror didn't show is the grain was improperly labeled and carelessly stored, resulting in its contamination with poisonous mold capable of killing hundreds. Purifying and then distributing the grain would avert both the calamity glass's vision and the greater suffering its curse attempted to create.
Dark Archive, page 160.
Rune 7
Price 350 gp
Usage etched onto a weapon
Category Rune
A called weapon can be teleported to its owner's hand.
LOKL, page 89.
Rune 3
Price 60 gp
Usage applied to any item of light or negligible Bulk
Category Rune
With this rune, you can instantly retrieve an item in your possession without digging around looking for it.
LOTGB, page 88.
Snare 1
Price 3 gp
Category Snare
This snare consists of a hidden canister of caltrops attached to a trip wire. When the snare is triggered, it flings the caltrops into either the snare's square or a square adjacent to the snare. You choose which square when you set up the snare.
If the caltrops scatter into the same square as a creature, that creature must attempt the Acrobatics check immediately.
Craft Requirements Supply a container of caltrops.
Core Rulebook, page 590.
Item
Price 3 sp
Bulk L
Hands 1
Category Adventuring Gear
These four-pronged metal spikes can damage a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 Acrobatics check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough are ruined that they can't be salvaged.
Core Rulebook, page 288.
Item 3+
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their surroundings. When you Activate the dye by sprinkling it on yourself or a creature within reach, the target and its clothing change colors, blending into their surroundings until the target makes a sudden movement.
The target can Hide or Sneak without cover or concealment for 10 minutes. If the target uses a hostile action or moves at more than half its Speed, after that action is completed, the effects of camouflage powder end and the creature ceases to be hidden or undetected.
Type lesser; Level 3; Price 10 gp
Type greater; Level 7; Price 60 gp
The dye lasts 1 minute, and the effects don't end if the target uses a hostile action or moves at more than half its Speed.
Treasure Vault, page 52.
Item 3
Price 10 gp
Bulk L
Hands 1
Category Adventuring Gear
This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you blend in seamlessly with the environment. Due to the abrasive nature of the materials used, this item is unsuitable for use by unarmored characters. You can prepare the suit for use within your current environment by using an exploration activity that takes at least 10 minutes, but sometimes longer if the materials are hard to find or the environment is unusual enough to warrant additional difficulty in preparing camouflage that can blend with it consistently.
A suit prepared in this manner grants you a +1 item bonus to Stealth checks while you attempt to Hide or Sneak in the specific environment it has been prepared for.
The suit remains usable in this manner until you rest for the night, though it doesn't grant the benefit whenever you aren't in the appropriate environment. The GM might rule that some environments are unusual enough that you can't create a camouflage suit appropriate for the environment.
Type Base; Price 10 gp
Type Superb Camouflage Suit; Level 9; Price 140 gp
A superb camouflage suit is fashioned from especially well-blended materials and gives you a +2 item bonus to the check instead of a +1 item bonus.
Guns & Gears, page 178.
Item 3
Price 10 gp
Bulk L
Hands 1
Category Adventuring Gear
This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you blend in seamlessly with the environment. Due to the abrasive nature of the materials used, this item is unsuitable for use by unarmored characters. You can prepare the suit for use within your current environment by using an exploration activity that takes at least 10 minutes, but sometimes longer if the materials are hard to find or the environment is unusual enough to warrant additional difficulty in preparing camouflage that can blend with it consistently.
A suit prepared in this manner grants you a +1 item bonus to Stealth checks while you attempt to Hide or Sneak in the specific environment it has been prepared for.
The suit remains usable in this manner until you rest for the night, though it doesn't grant the benefit whenever you aren't in the appropriate environment. The GM might rule that some environments are unusual enough that you can't create a camouflage suit appropriate for the environment.
Main Item: Camouflage SuitGuns & Gears, page 178.
Item 4+
Access Kaetiarn have access to this item.
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
Knights make use of this magically treated powder to help hide their camps while traveling through the Staemorn or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen.
A creature outside the area that uses the Seek action or Search activity to examine the area or look for smoke and light coming from that direction can attempt a DC 18 Perception check to disbelieve the illusion.
Type minor; Level 4; Price 15 gp
Type lesser; Level 7; Price 65 gp
The mist enshrouds a 15-foot emanation, and the DC is 23.
Type moderate; Level 10; Price 175 gp
The mist enshrouds a 20-foot emanation, and the DC is 27.
Type greater; Level 13; Price 500 gp
The mist enshrouds a 25-foot emanation, and the DC is 30.
Type major; Level 16; Price 1,500 gp
The mist enshrouds a 30-foot emanation, and the DC is 35.
LOKL, page 89.
Item 8
Access Kaetiarn have access to this item.
Price 500 gp
Bulk L (when not activated)
Category Structure
Used to facilitate the care of mounts during long campaigns or when it's necessary to move camp frequently, this object appears to be a simple, worn wooden horseshoe.
The stalls can house other quadrupedal mounts, but the stable provides only horse feed, which might be unsuitable for other creatures. As a 1-minute activity, which has the concentrate trait, you can alter the shape of the stalls to accommodate different mounts, though the space available within the stable never changes, only the layout.
A metal horseshoe hangs inside the stable near the entrance. You can remove the horseshoe with an Interact action, which causes the stable to fold into the horseshoe, leaving it again looking as if it's made of worn wood.
LOKL, page 89.
Item
Price 1 cp for price of 10
Bulk —
Hands 1
Category Adventuring Gear
A lit candle sheds dim light in a 10-foot radius for 8 hours.
Core Rulebook, page 288.
Item 16
Price 2,000 gp
Usage held in 1 hand
Activate Interact
Category Consumable
This golden candle bears the symbol of a specific deity emblazoned on its surface, surrounded by the iconography of that deity's faith. Once lit, this candle burns for 1 hour, and it can't be extinguished.
Characters who cast divine spells and worship the deity emblazoned on the candle can perform their daily preparations within 10 feet of the lit candle to gain two additional spell slots for the day, each at half the highest spell slot level the character can cast (for example, 4th level slots if the caster can cast 8th-level spells). Prepared casters must prepare spells in these spell slots as they do for all their other spell slots.
A caster's additional spell slots from the candle are lost the next time that caster performs their daily preparations.
No one can benefit from more than one candle of invocation in a day, but multiple characters can benefit from a single candle's effects.
Advanced Player’s Guide, page 256.
Item 7
Price 60 gp
Usage held in 1 hand
Activate Interact
Category Consumable
When lit, this black candle's eerie blue flame reveals the presence of invisible creatures. Within a 10-foot radius of the lit candle, creatures don't benefit from the invisible condition. Their bodies are outlined, not fully visible, so they are concealed. Once lit, the candle burns for 1 minute, after which the effect ends. If extinguished, it can't be relit.
Advanced Player’s Guide, page 257.
Item 8
Price 75 gp
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
This tapered candle has a golden wick that burns with white fire.
You activate the candle by lighting it, which causes creatures within 10 feet of the candle to find it difficult to tell falsehoods.
Creatures in the area receive a –4 status penalty to Lie.
In addition, when first entering the affected area, each creature (including you) must succeed at a DC 26 Will save or be unable to tell any deliberate lies while within 10 feet of the lit candle. This lasts for as long as the candle is lit. Once lit, the candle burns for 10 minutes, and it cannot be extinguished.
Core Rulebook, page 570.
Item 1
Price 12 gp
Usage worn headwear; Bulk —
Category Worn Item
The crown of a candlecap is stitched leather sewn in the shape of a small bowl. Fixed inside the bowl is a melted nub of wax with a small black wick.
Treasure Vault, page 151.
Item 5
Price 140 gp
Usage held in 1 hand; Bulk L
Category Held
The magical statuettes known as wondrous figurines are described on page 576 of the Core Rulebook.
The following additional figurines are less common versions sometimes found in the pockets of menagerie owners who often find themselves in need of a quick act or diversion.
Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When activated, it becomes a rainbowstriped ball python except it lacks the Stealth skill. The snake can be used once per day, and it can remain in snake form for up to 20 minutes.
Main Item: Wondrous FigurinesItem 22
Usage held in 1 hand; Bulk L
Category Artifact
A large crystal of warpglass floats above the head of this silvery purple +3 anarchic greater striking club. If you successfully Strike a creature, the cane also affects the target with a warpwave. While you carry the cane, you hear a constant, distracting chorus of laughing, incoherent Protean whispers and sing-song voices in your mind. Blatant acts of self-indulgence or narcissism quell these whispers, from a few minutes up to a full day depending on the scope of the act, but they immediately return when you use the artifact's powers.
The gradually rising chorus eventually drives away rational thought and renders the cane's owner insane, even if staved off from time to time with self-centered acts. As the artifact's abilities pull material from the Maelstrom, it doesn't function in areas where planar connections are severed.
Destruction Trapping a lawful demigod in the hallucinatory terrain created by the cane and leaving it imprisoned for a year and a day causes a deific overload that destroys the artifact. When the artifact is destroyed, the terrain imprisoning the demigod crumbles away and the demigod is freed.
AoE6, page 73.
Item
Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth
Price 8 gp
Bulk 1
Ranged
Traits concussive, fatal d8
Damage 1d4 piercing
Ammunition round; Range 30 ft.; Reload 1
Group Firearm
Hands 1
Category Martial Ranged Weapon
This fashionable cane's handle hides a dueling pistol fired through the thin, painted cap at the bottom of the cane.
Guns & Gears, page 158.
Item 8
Price 900 gp; Ammunition cannonball (10 gp, 6 Bulk)
Usage mounted (black powder); Space 4 feet high, 7 feet long, 5 feet wide
Crew 2 to 4
AC 22; Fort +16, Ref +9
Hardness 15, HP 80 (BT 40); Immunities object immunities
Speed 15 feet (pulled or pushed)Cannons are perhaps the most well known of all black powder siege weapons, and that's because they represent a good midpoint between power and expense. Keeps and fortresses in Tobraid prefer to fortify their forces with cannons, as they're relatively easy to construct and their ammunition is cheap enough to build up great supplies.
Guns & Gears, page 174.
Item 1
Usage held in 1 hand
Category Held
In an effort to spread the knowledge of magic as widely as possible, worshippers of Khiziand discovered a way to bind cantrips into cards accessible even to non-spellcasters.
The deck contains thick parchment cards, each roughly half the size of a playing card. In precise, no-nonsense script, each card simply states the name of its cantrip, color-coded based on its school.
Type 5-pack; Level 1; Price 5 gp
This pack contains 5 cards of a single common cantrip (such as light).
Type full pack; Level 1; Price 20 gp
This pack contains 24 cards—one of each cantrip in the Core Rulebook.
Secrets of Magic, page 181.
Item 18
Price 22,000 gp
Usage worn cloak; Bulk L
Category Worn Item
This cloth of gold cape was originally gifted to one of Tuminaed's emperors centuries ago. Since then, it has spawned many imitations, which are all alike in that they are dyed with an elaborate seal depicting two drakes flanking Tuminaed's palace and the Seven Dragons Bridge. The beautiful cape grants you a +3 item bonus to checks to Lie and to Make an Impression. While you wear the cape, the weather (including wind and fog) doesn't affect your movement or vision.
Additionally, whenever you fall while wearing the cape of the open sky, the cape automatically casts feather fall on you.
Item 10
Price 980 gp
Usage worn cloak; Bulk L
Category Worn Item
This bright red-and-gold cape is often interlaced with glittery threads and serves as a distraction. While wearing the cape, you gain a +2 item bonus to Deception checks.
Strong winds immediately disperse the smoke.
Core Rulebook, page 607.
Item 4
Price 17 gp
Usage held in 1 hand; Bulk L
Category Elixir
This translucent, pale-yellow drink has several pepper seeds suspended within it.
Although the tonic is painfully spicy when first consumed, the heat soon fades as the tonic coats your throat. In the next hour, you can use the activation below up to three times; the third time you use it, the effects of the capsaicin tonic end. While under the effects of the tonic, you can easily consume even the spiciest of foods without trouble.
TiO, page 60.
Item 12
Price 350 gp
Usage affixed to armor; Bulk —
Activate envision, Interact; Requirements You are a master in Deception or Diplomacy.
Category Talisman
This talisman appears as an ornate piece of jewelry of the highest quality. When you Activate it, your speech and mannerisms become supernaturally compelling for up to 1 hour. By engaging an intelligent creature in conversation for at least 1 minute, you can cause them to become fascinated unless they succeed at a DC 30 Will save. This fascination lasts for as long as you continue conversing or until you move at least 20 feet away. When the effect ends, the target becomes temporarily immune for 24 hours.
If you or any ally within 120 feet takes an overtly hostile action while a creature is fascinated by the bauble, the bauble burns out in a shower of sparks and all its effects end.
Treasure Vault, page 92.
Item 11
Price 250 gp
Usage held in 1 hand; Bulk —
Activate envision, Interact
Category Missive
A captivating score is a piece of parchment prepared for musical notation, long enough for a short song. You must be trained in Performance to properly compose this missive (or trained in an appropriate Lore skill your GM allows). You choose one of the emotions described below and write a musical composition to convey that emotion about a subject of your choice, typically a person or group. When activated, the missive plays a note‑perfect rendition of the inscribed score.
Each creature that can hear the score must succeed at a DC 28 Will save or be influenced to feel the emotion you chose toward the subject of your composition. This lasts for 1 hour, typically returning the creature to its initial attitude unless new events have altered their attitude long‑term.
Treasure Vault, page 84.
Item 9
Price 130 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
Sometimes called liquid persuasion, this sweet-tasting tincture induces euphoria that lowers inhibitions and increases trust. The status penalty from being stupefied due to this poison doubles when applied to Deception checks to detect a Lie, Perception checks to Sense Motive, and Perception DCs.
Saving Throw DC 28 Fortitude; Onset 1 minute; Maximum Duration 10 minutes; Stage 1 stupefied 1 (1 minute); Stage 2 stupefied 2 (1 minute); Stage 3 stupefied 3, and the victim's attitude toward others improves by one step (1 minute)
Treasure Vault, page 67.
Item 3
Price 60 gp
Usage tattooed on the body; Bulk —
Category Tattoo
These tattoos are created using designs and techniques from Liativeirn culture. Such tattoos often depict the Liativeirn rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Liativeirn iconography.
The tattoo allows you to understand and speak Liativeirn. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Liativeirn to someone who understands it.
Each description lists the school of each Liativeirn emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Virokral magic that was once so prevalent in Geifu, these tattoos lack a symbol of divination.
This rune of enchantment can cast liberating command (Gods & Magic 108).
Main Item: Liativeirn EmblemTreasure Vault, page 123.
Item 8
Price 500 gp
Bulk L
Category Other
This stylized, palm-sized box contains a black, ooze-like substance that can easily devour a corpse in moments, breaking the body down into a necromantic sludge.
LOIL, page 178.
Item 3
Price 42 gp
Bulk 1
Category Adventuring Gear
This kit includes a writing set, a compass, a standard astrolabe, a ruler, and a survey map.
LOPSG, page 35.
Item 6
Price 225 gp
Usage worn headwear; Bulk L
Category Worn Item
A small, feathered wing is attached to either side of this ornate brass helmet. A visor on the front lowers to cover your face. While wearing the cassisian helmet, you gain a +1 status bonus to AC and saves against evil creatures and effects.
Treasure Vault, page 151.
Item 11
Price 1,150 gp
Usage worn garment; Bulk L
Category Worn Item
Each cassock of devotion depicts scenes related to the domains of a certain deity. It serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit. You gain a +2 item bonus to Religion checks and a +1 item bonus to the divine skill of the deity to whom the cassock is dedicated (as listed on pages 437–440).
Craft Requirements You are a cleric who worships the deity tied to the cassock.
Core Rulebook, page 607.
Item
Price 2 gp
Bulk 1
AC Bonus +1; Hardness 3; HP 12; BT 6
Category Shield; Group Shield
This small shield is made from wood. It features a special panel of parchment along the inside surface that allows for writing.
Treasure Vault, page 21.
Item 0
Price 3 cp +
Category Pet
No entries found.
LOTG, page 103.
Item 2
Price 7 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
After you consume this elixir, your vision sharpens and you become sensitive to even the most minute movements. For the next minute, you reduce the flat check to target hidden creatures to 5, and you don't need to attempt a flat check to target concealed creatures. These benefits apply only against creatures within 30 feet of you.
Core Rulebook, page 547.
Item 7
Price 650 gp; Ammunition stones (0 gp, 5 Bulk)
Usage mounted; Space 10 feet long, 10 feet wide, 6 feet high
Crew 2 to 4
AC 20; Fort +15, Ref +8
Hardness 10, HP 60 (BT 30); Immunities object immunities
Speed 15 feet (pulled or pushed)A sturdy wooden frame holds the spring-loaded beam that gives this weapon its power. At the end of the beam, a bowl-shaped wooden recession holds the payload, typically heavy stones. The arm is winched back to create torsion, until the release is pulled to abruptly swing the arm forward and fling the payload.
Guns & Gears, page 75.
Item 8
Price 425 gp
Usage applied to shield
Category Rune
A catching rune creates a small, magical vacuum that attempts to pull weapons away from opponents. If you can attempt to Disarm as part of a Shield Block, such as with the Disarming Block feat (Advanced Player's Guide 159) or this rune's activated ability, a catching shield grants you a +1 circumstance bonus to such Disarm attempts.
Treasure Vault, page 144.
Item 5
Price 155 gp
Usage held in 1 hand; Bulk L
Category Weapon
Made of shiny brown leather, this +1 striking sling has a single white thread interwoven into its cord.
Each creature in a 30-foot cone takes 4d6 sonic damage (DC 21 basic Fortitude save). Any creature that fails is deafened for 1 round, or 1 hour on a critical failure.
Core Rulebook, page 600.
Item 17
Price 13,000 gp
Usage held in 2 hands; Bulk 1
Category Held
Engraved with carvings of tortured souls, this green cauldron has two abilities that allow it to capture nightmares and then unleash them on the world. The cauldron has an affinity for preying on the minds of captives and prisoners, who take a –2 circumstance penalty to saving throws against it.
The cauldron casts duplicate foe on the target, ignoring the range restriction, and the target automatically fails its saving throw. All enemies within 20 feet of the cauldron are subjected to a fear spell (DC 35). All other nightmares stored in the cauldron are lost. The cauldron becomes totally inert and can't be used again for 1 week.
Craft Requirements Supply a casting of nightmare.
AoE5, page 78.
Item 9
Access follower of Vroustiam
Price 105 gp
Usage held in 1 hand
Category Consumable
Contained in a specially enchanted small leather or hide sack, deteriorating dust is a potent caustic agent and a prized item among Vroustiam's more discreet followers.
The affected object takes 1 damage per hour (8 damage per day); if the object has a Hardness, then the dust gradually reduces the object's Hardness instead by 1 per hour. The effect lasts for 3 days. If the deteriorating dust is still active after the object's Hardness is reduced to 0, it deals damage to the object as previously described. If the object survives, reduced Hardness returns after the dust's duration expires, but any damage remains.
LOGM, page 122.
Item 2
Price 10 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
This small, clockwork torch device uses a trigger-operated sparker to ignite a flow of flammable gas, creating a short, hot flame capable of rapidly cauterizing wounds and helping to stop bleeding. The cauterizing torch is applied to yourself or an adjacent target. The target attempts an immediate flat check to end any persistent bleed effect with the lower DC for particularly effective assistance.
Guns & Gears, page 67.
Item 13+
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).
Type purple worm repellent; Level 13; Price 550 gp
Type azure worm repellent; Level 15; Price 1,100 gp; Craft Requirements The initial raw ingredients must include an azure worm's scale.
Type crimson worm repellent; Level 18; Price 4,500 gp; Craft Requirements The initial raw ingredients must include a crimson worm's liver.
Item 13
Price 2,500 gp
Usage worn armor; Bulk 1
Category Armor
This suit of +2 resilient chain mail is made of fine white links of a strange and slightly translucent pale metal, and the sleeves and skirt are fashioned into smaller trails that resemble feathers. Unlike normal chain mail, celestial armor has no Speed reduction, its armor check penalty is 0, and its Bulk is 1.
You gain a +1 circumstance bonus to AC and saving throws against fiends. You appear radiant while you wear the armor, giving you a +2 item bonus to Diplomacy checks against all creatures except fiends.
If you are not good, you are drained 2 while wearing celestial armor. You can't recover from this condition while wearing the armor.
Craft Requirements You are good.
Core Rulebook, page 557.
Item 20
Price 12,500 gp
Usage affixed to armor
Activate Interact; Trigger You critically fail a saving throw or are critically hit by an attack.
Category Talisman
This strand of hair shimmers like the strands of fate. When you activate the string, it resonates with a single, perfect note. The triggering saving throw becomes a failure or the triggering attack roll becomes a regular hit, not critical one. If the source of the attack or effect is an evil creature, that creature must succeed at a DC 41 Will saving throw or be enfeebled 2 and stupefied 2 until the end of its next turn.
Item 17+
Usage held in one hand; Bulk L
Activate Interact
Category Consumable
Among Hao Jin's most precious treasures are three living plants, the last surviving celestial peach trees taken from the mountains of Chu Ye. One of the trees grows pearls in place of flowers, but the other two bear fruit that is far more valuable. Eating one of these small red peaches can heal even the most grievous of injuries.
Type rejuvenation; Level 17; Price 3,000 gp
You gain the effects of 7th-level neutralize poison, regenerate, remove curse and remove disease spells. The peach has a counteract modifier of +27.
Type life; Level 20; Price 73,000 gp
When you place the peach into the mouth of an intact corpse that died within the last year, it casts a 10th-level raise dead on the corpse.
LOL, page 48.
Item 17
Price 15,000 gp
Usage held in 1 hand; Bulk L
Category Held
From blade to pommel, this sword is carved from a branch of the now-extinct celestial peach tree. The blade of this +3 greater striking disrupting holy peachwood (page 20) shortsword has ancient runes that can permanently destroy the most powerful undead—if you are willing to pay the price. An undead creature of 12th level or lower that takes damage from a Strike with the sword takes 10d6 positive damage (DC 35 basic Fortitude save). This damage is separate from the Strike itself and isn't included in any effect based on the Strike's damage.
Book of the Dead, page 18.
Item 17
Price 14,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
Heavenly radiance shines from an active celestial staff, a golden staff capped with a pair of sculpted angel's wings. Used as a weapon, the staff is a +2 greater striking holy staff. While wielding a celestial staff, you gain a +1 circumstance bonus to saving throws against effects that have the evil trait and effects created by evil creatures. When you prepare this staff, if you're evil, you become drained 1 until your next daily preparations.
Craft Requirements You're good. Supply one casting of all listed levels of all listed spells.
Treasure Vault, page 131.
Item
Price 6 gp
Bulk 2
AC Bonus +3; Dex Cap +2
Strength 14; Check Penalty –-2; Speed Penalty –5 ft.
Category Medium Armor; Group Plate
Traditional armor from Briakiand, ceramic plate alleviates the need for metallurgy and smithing, instead relying on ceramic firing, glazing, and strong cord work with a backing of leather and thick canvas. Ceramic plate that follows Briakiand's style is colorful and artistic, and is built with the armor latches armor adjustment.
Treasure Vault, page 9.
Item 16
Price 1,450 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
Made from a carefully distilled blend of serpentine hemotoxins, the fast-acting cerulean scourge is infamous for transforming the blood vessels near the original wound, which glow with a bright blue light before painfully bursting.
Saving Throw DC 36 Fortitude; Maximum Duration 6 rounds; Stage 1 9d6 poison damage (1 round); Stage 2 12d6 poison damage (1 round); Stage 3 15d6 poison damage (1 round)
Advanced Player’s Guide, page 254.
Item
Price 4 gp for price of 10 feet
Bulk 1
Hands 2
Category Adventuring Gear
Core Rulebook, page 288.
Item
Price 6 gp
Bulk 2
AC Bonus +4; Dex Cap +1
Strength 16; Check Penalty –2; Speed Penalty –5 ft.
Category Medium Armor; Group Chain
A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.
Core Rulebook, page 275.
Item 8
Price 100 gp
Usage affixed to a thrown weapon; Bulk —
Activate envision; Trigger You hit a creature with the affixed weapon.
Category Talisman
This delicate mithral chain strung with tiny shuriken is wound tightly around the handle of the affixed weapon. When you Activate the chain three +1 striking shuriken made from magical force materialize in the target's space and split off to attack other creatures. Attempt up to three shuriken Strikes that must each target a different creature and can't target the creature you hit to trigger this talisman. These Strikes use your attack modifier but originate from the hit creature's space.
These attacks count toward your multiple attack penalty, but the penalty doesn't increase until after all three attacks have been made. The shuriken deal force damage instead of their normal type, and each shuriken vanishes after its attack.
Treasure Vault, page 92.
Item 9
Price 650 gp
Usage held in 2 hands; Bulk 2
Category Held
This 3-foot length of chain is made of a mystical blue-white steel. You can wrap the chain around an item or creature; if a ghost of 9th level or lower is bound to the item or creature via its rejuvenation ability, it cannot rejuvenate if it is destroyed. This chain can't impede a ghost's rejuvenation that is tied to an area, only to an item or creature. At the GM's discretion, the chain of the stilled spirit might work on abilities similar to Rejuvenation that prevent a spirit from going being fully destroyed.
AoE2, page 75.
Item
Price 5 gp
Bulk 1
AC Bonus +2; Dex Cap +3
Strength 12; Check Penalty –1; Speed Penalty —
Category Light Armor; Group Chain
Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.
Core Rulebook, page 275.
Item
Price 6 gp
Bulk 1
Damage 1d6 slashing
Hands 1
Category Advanced Melee Weapon; Group Sword
This weapon has a hilt like a longsword attached to several bladed segments connected by chain links. A highly technical weapon, the chain sword is valued by duelists and experienced soldiers alike in the nations of Graeloumorouk and Laikrath.
Treasure Vault, page 25.
Item 8
Price 875 gp
Bulk 1
Category Assistive Item
This wheelchair is outfitted with a variety of tools and devices to assist with the creation and production of a number of mechanical implements. While seated in a chair of inventions, you have a worn superb repair kit (Core Rulebook 291) that doesn't count against your Bulk limit or maximum worn items.
Treasure Vault, page 109.
Item 0
Price 1 gp
Category Wheelchair Upgrade Assistive Item
The chair has an efficient allocated space to hold additional items. This reduces the amount of Bulk the items weigh when stored within the chair, much like a backpack. The first 2 Bulk of items stowed in your chair don't count against your Bulk limit. If you use both chair storage and a backpack at the same time, only 2 Bulk total isn't counted against your limit, much like if you used multiple backpacks or similar items at the same time.
LOTGB, page 71.
Item
Price 5 sp
Bulk L
Damage 1d8 slashing
Range 20 ft.
Hands 1
Category Martial Ranged Weapon; Group Knife
Simple, elegant, and portable, the chakram is an open-centered metal discus with a sharpened edge, as well as a grip running along the center so the wielder can hold it safely.
LOTGB, page 107.
Item
Price 2 cp
Damage 1d4 slashing
Range 30 ft.; Reload 0
Hands 1
Category Advanced Ranged Weapon; Group Dart
A chakri is a small, circular throwing weapon with a sharp outer edge.
LOIL, page 221.
Item
Price 2 sp
Bulk L
Damage 1d6 slashing
Range 40 ft.
Hands 1
Category Martial Ranged Weapon; Group Dart
Similar to a chakram, chakri are too light to be wielded in melee but allow the user significantly more control over their throws. A chakri is small and light enough that up to two can be worn on each wrist; a chakri worn on the wrist is reload 0 instead of reload —.
Treasure Vault, page 30.