Items: C (Part 1 of 5)

60 items, from Cage to Chakri.

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Part: 1 2 3 4 5

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

Cage

Item 0

Price 5 sp

Category Animal Caretaking Adventuring Gear

No entries found.

LOTG, page 103.

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Calamity Glass

Item 11

cursed divination magical scrying 

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.

Activate 1 minute (envision, Interact); Frequency once per week; Effect You activate the calamity glass and obtain a vision related to a likely action or event within the next 48 hours. The calamity glass decides what vision to show, though if you think about a specific event, the vision is typically at least tangentially related.

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.

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Called

Rune 7

conjuration magical 

Price 350 gp

Usage etched onto a weapon

Category Rune

A called weapon can be teleported to its owner's hand.

Activate 1 minute (command, envision); Effect You imprint upon the weapon, proclaiming yourself as its owner. This allows you to use the rune's second activation until someone else uses this activation or succeeds at a Will save to prevent you from using the second activation.
Activate [>>] command, envision; Effect You extend your hand and call the weapon. If the weapon is within 100 feet of you, it appears in your hand even if it was restrained. If the weapon is in another creature's possession, that creature can attempt a Will save against your Will DC. If the creature succeeds, your bond as the owner is broken, and you can't use this activation again until you use the first activation to restore the connection.

LOKL, page 89.

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Called

Rune 3

uncommon conjuration magical 

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.

Activate [>] command; Frequency once per hour; Effect The item teleports to a free hand.

LOTGB, page 88.

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Caltrop Snare

Snare 1

consumable mechanical snare trap 

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.

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Caltrops

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.

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Camouflage Dye

Item 3+

alchemical consumable 

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.

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Camouflage Suit

Item 3

uncommon 

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.

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Camouflage Suit

Item 3

uncommon 

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 Suit

Guns & Gears, page 178.

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Camp Shroud

Item 4+

uncommon consumable illusion magical 

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.

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Campaign Stable

Item 8

uncommon conjuration magical structure 

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.

Activate 1 minute (command, Interact); Frequency once per day; Effect You place the horseshoe on the ground and it unfolds into a spacious stable with a wide central aisle, stalls to accommodate up to eight horses, and sufficient feed and water to sustain the horses for 1 day.

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.

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Candle (10)

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.

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Candle Of Invocation

Item 16

uncommon conjuration consumable divine 

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.

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Candle Of Revealing

Item 7

consumable divination magical 

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.

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Candle of Truth

Item 8

uncommon consumable enchantment magical mental 

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.

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Candlecap

Item 1

evocation invested light magical 

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.

Activate [>] Interact; Effect You shake your head, and the candle wick ignites. The candlecap sheds dim light in a 20-foot radius. The candle doesn't require oxygen and can't be smothered or quenched. Activating the candlecap again douses the light.

Treasure Vault, page 151.

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Candy Constrictor Wondrous Figurines

Item 5

uncommon conjuration magical 

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 Figurines

Extinction Curse #2: Legacy of the Lost God, page 75.

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Cane Of The Maelstrom

Item 22

unique artifact conjuration cursed divine 

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.

Activate [R] envision; Trigger You are targeted by a ranged attack from an opponent you can see; Effect You draw a temporary shield of chaotic turbulence with a cerulean flash. You gain a +3 circumstance bonus to AC against the triggering attack.
Activate 10 minutes (command, envision, Interact); Effect The Cane of the Maelstrom casts a 5th-level hallucinatory terrain spell and infuses the illusion with quasi-real substance drawn from the primal chaos of the Maelstrom. Creatures that don't disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on. If no creature disbelieves the illusion during its duration, the changes become wholly real and permanent when its duration expires.
Activate 1 minute (Interact); Effect The Cane of the Maelstrom casts a 5th-level creation spell, except the duration is unlimited and you can create delicate or complex objects by succeeding at an applicable Crafting skill check when you activate this ability.

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.

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Cane Pistol

Item

uncommon combination 

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

Melee

Traits critical fusion, thrown 10 ft.

Damage 1d6 bludgeoning

Group Club

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.

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Cannon

Item 8

uncommon large 

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.

Aim [>>>] 100 feet, minimum distance 50 feet
Load [>>] (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch [>] (manipulate, range increment 200 feet) 6d12 bludgeoning, single target, DC 23 Reflex

Guns & Gears, page 174.

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Cantrip Deck

Item 1

evocation magical 

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.

Activate [>] or more (envision, Interact); Effect You envision your desired cantrip, causing its card to rise to the top of the deck, and draw the card. The deck casts that cantrip as a 1st-level spell, with a DC of 15 and a spell attack modifier of +5. The card crumbles into dust as the cantrip takes effect. The activation takes the same number of actions as the cantrip you chose takes to cast.

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.

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Cape Of The Open Sky

Item 18

rare invested magical transmutation 

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.

Activate [>>] Interact; Effect The cape becomes a pair of golden drake wings that grant you a fly Speed of 30 feet for 1 hour.
Activate [>] command; Frequency once per minute; Effect The cloak pushes you onward. You Stride or Fly up to your Speed, but you can move only in a straight line. You gain a +15-foot status bonus to your Speed and fly Speed for this movement.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 74.

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Cape of the Vobrodeik

Item 10

uncommon conjuration invested magical 

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.

Activate [>>] Interact; Frequency once per day; Effect You cast dimension door. The space you leave and the one you appear in are filled with puffs of smoke that make anyone within concealed until they leave the smoke or the end of your next turn, at which point the smoke dissipates.

Strong winds immediately disperse the smoke.

Core Rulebook, page 607.

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Capsaicin Tonic

Item 4

uncommon alchemical consumable elixir 

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.

Activate [>] Interact; Effect You belch out a foul-smelling cloud of blisteringly spicy gas that fills a single square adjacent to you. Creatures within the cloud are concealed, and all creatures outside the cloud are concealed to creatures within it. The cloud remains for 1 minute but can be dispersed by a strong wind. The cloud deals 1d4 fire damage to creatures that enter the cloud on their turn, as well as to creatures that start their turn in the cloud (a creature takes this damage no more than once per round, even if it moves back and forth into the cloud multiple times during the round).

TiO, page 60.

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Captivating Bauble

Item 12

auditory consumable emotion enchantment linguistic magical talisman visual 

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.

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Captivating Score

Item 11

auditory consumable emotion enchantment incapacitation magical mental missive 

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.

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Careless Delight

Item 9

alchemical consumable ingested mental poison 

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.

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Carnasia Liativeirn Emblem

Item 3

invested magical tattoo 

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.

Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell.

This rune of enchantment can cast liberating command (Gods & Magic 108).

Main Item: Liativeirn Emblem

Treasure Vault, page 123.

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Carrion Cask

Item 8

uncommon magical necromancy 

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.

Activate Interact; Frequency once per day; Effect You feed a corpse of a Small-sized or larger creature to the cask, little by little. The activation requires a three-action activity for a Small or Medium creature, a 1-minute activity for a Larger creature, and a 10-minute activity for a Huge creature. A Gargantuan creature is too large for the cask to devour.
Activate [>>] command, envision; Frequency once per day; Requirements The carrion cask has consumed a corpse since the last time it was activated; Effect You release the sludge from the carrion cask's last meal in a pulse of necromantic energy. Creatures in a 30-foot cone take 6d6 negative damage, with a DC 24 basic Fortitude save.

LOIL, page 178.

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Cartographer's Kit

Item 3

uncommon 

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.

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Cassisian Helmet

Item 6

abjuration invested magical 

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.

Activate [>>] command, Interact; Frequency once per hour; Effect Lowering the visor, you send out eye beams that deal your choice of 2d6 cold or fire damage (DC 20 basic Reflex save) to all creatures in a 15-foot line.

Treasure Vault, page 151.

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Cassock of Devotion

Item 11

divination divine focused invested 

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).

Activate [F] 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 the cassock is dedicated to. If you don't spend this Focus Point by the end of this turn, it is lost.

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

Core Rulebook, page 607.

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Caster's Targe

Item

inscribed 

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.

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Cat

Item 0

Price 3 cp +

Category Pet

No entries found.

LOTG, page 103.

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Cat's Eye Elixir

Item 2

alchemical consumable elixir 

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.

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Catapult

Item 7

uncommon large mounted 

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.

Aim [>>] 50 feet, minimum distance 50 feet
Load [>>] (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch [>] (attack, manipulate, range increment 150 feet) 5d10 bludgeoning, 10-foot burst, DC 22 Reflex.

Guns & Gears, page 75.

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Catching

Item 8

abjuration magical 

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.

Activate [F] envision; Frequency once per hour; Trigger You Shield Block a melee Strike made with a held weapon; Effect You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free.

Treasure Vault, page 144.

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Caterwaul Sling

Item 5

evocation magical 

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.

Activate [>>] Interact (sonic); Frequency once per day; Effect You pull the white thread free, then whirl the sling in circles at high speed. It lets out an ear-piercing wave of sound.

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.

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Cauldron Of Nightmares

Item 17

rare illusion invested magical 

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.

Activate [>] Interact; Frequency once per day; Effect The cauldron casts nightmare (DC 35) on a target creature that you know by name. The target must be on the same plane as you. If the target fails its save and is 15th level or lower, you add its nightmare to the cauldron. The cauldron can hold only six nightmares at a time; when you add a new nightmare, you choose which six to keep.
Activate [>>] Interact; Frequency once per week; Effect You spill the nightmarish contents of the cauldron onto the ground and choose one creature whose nightmare is stored in your cauldron. A nightmare copy of the chosen creature springs to life from the bubbling pile of horror.

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.

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Caustic Deteriorating Dust

Item 9

uncommon consumable evocation magical 

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.

Activate [>>] Interact; Effect You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object immediately begins to rust, melt, or otherwise fall apart.

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.

Main Item: Deteriorating Dust

LOGM, page 122.

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Cauterizing Torch

Item 2

uncommon consumable gadget 

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.

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Cave Worm Repellent

Item 13+

uncommon alchemical consumable 

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.

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

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Celestial Armor

Item 13

divine good invested transmutation 

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.

Activate [>] command; Frequency once per day; Effect The armor sprouts glowing wings that grant you a fly Speed of 30 feet. The wings shed bright light in a 40-foot radius (and dim light to the next 40 feet). The wings fade away after 10 minutes.

Craft Requirements You are good.

Core Rulebook, page 557.

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Celestial Hair

Item 20

rare abjuration consumable magical talisman 

Price 12,500 gp

Usage affixed to armor

Activate [F] 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.

Extinction Curse #6: The Apocalypse Prophet, page 74.

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Celestial Peach

Item 17+

rare consumable divine healing magical necromancy positive 

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.

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Celestial Peachwood Sword

Item 17

rare good magical necromancy positive 

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.

Activate [R] envision; Frequency once per day; Trigger You critically hit an undead creature with the celestial peachwood sword; Effect The creature must succeed at a DC 35 Fortitude save or be destroyed. If the undead fails its saving throw and is destroyed, you suffer a backlash, taking 1d6 negative damage per level of the destroyed undead.

Book of the Dead, page 18.

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Celestial Staff

Item 17

uncommon good magical staff transmutation 

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.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
  • Cantrip divine lance (good only)
  • 1st bless, protection
  • 2nd continual flame, inner radiance torrent
  • 3rd circle of protection, sanctified ground
  • 4th holy cascade, inner radiance torrent
  • 5th spiritual guardian, summon celestial
  • 6th holy cascade, summon celestial
  • 7th angel form , inner radiance torrent, summon celestial

Craft Requirements You're good. Supply one casting of all listed levels of all listed spells.

Treasure Vault, page 131.

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Ceramic Plate

Item

adjusted armor latches noisy 

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.

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Cerulean Scourge

Item 16

alchemical consumable injury poison 

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.

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Chain (10 feet)

Item

Price 4 gp for price of 10 feet

Bulk 1

Hands 2

Category Adventuring Gear

Core Rulebook, page 288.

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Chain Mail

Item

flexible noisy 

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.

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Chain of Stars

Item 8

consumable evocation force magical talisman 

Price 100 gp

Usage affixed to a thrown weapon; Bulk —

Activate [F] 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.

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Chain Of The Stilled Spirit

Item 9

uncommon magical necromancy 

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.

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Chain Shirt

Item

flexible noisy 

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.

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Chain Sword

Item

uncommon finesse reach sweep 

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.

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Chair of Inventions

Item 8

conjuration magical 

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.

Activate [>] command, Interact; Frequency once per hour; Effect The chair deploys a complete expanded alchemist's lab (Core Rulebook 287). The chair is immobile while this lab is deployed, but levers and gears in the chair allow you to easily retrieve and access everything you need from both the attached superb repair kit and the deployed lab to Craft. This setup is highly efficient and gives you a +2 circumstance bonus to Earn Income using Crafting.

Treasure Vault, page 109.

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Chair Storage

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.

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Chakram

Item

thrown 

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.

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Chakri

Item

uncommon agile deadly d8 thrown 

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.

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Chakri

Item

uncommon recovery thrown 

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.

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