60 items, from Demon Mask to Dog.
Demon Mask · Demon Mask · Demon Mask · Dependent · Deployable Cover · Deployable Cover · Depth Charge · Depth Charge I · Depth Charge Ii · Depth Charge Iii · Depth Charge Iv · Depth Charge V · Depth Charge Vi · Depth Charge Vii · Depth Gauge · Desktop Clock Timepiece · Desolation Locket · Detect Anathema Fulu · detecting · Detective's Kit · Detector Stone · Deteriorating Dust · Deteriorating Dust · Detonating Gears Snare · Devil's Bargain · Devil's Luck · Devil's Trident · Dezullon Fountain · Diadem of Intellect · Dikhounae Blight · Diluted Hype · Dimension Shot · Dimensional Knot · Dinosaur · Dinosaur Boots · Dinosaur Boots · Diplomat's Badge · Diplomat's Charcuterie · Discord Fulu · Disguise Kit · Disguise Kit · Disintegration Bolt · Dispelling Sliver · Dispersing Bullet · Disrupting · Disrupting · Disrupting Oil · Disrupting Oil · Diviner's Nose Chain · Diving Suit · Djezet · Djezet Alloy Ingot · Djezet Armor · Djezet Dose · Djezet Mass · Djezet Shield · Djezet Weapon · Dobem Diamond · Doctrine of Blissful Eternity · Dog
Item 4
Price 85 gp
Usage worn mask
Category Worn Item
This terrifying mask resembles the visage of a leering demon and grants a +1 item bonus to Intimidation checks. Once per day, you can use the following activity.
Beginner Box, page 54.
Item 4+
Usage worn mask; Bulk L
Category Worn Item
This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to Intimidation checks.
Type demon mask; Level 4; Price 85 gp
Type greater demon mask; Level 10; Price 900 gp
The mask grants a +2 item bonus. It casts 3rd-level fear with a DC of 29.
Core Rulebook, page 609.
Item 4
Price 85 gp
Usage worn mask; Bulk L
Category Worn Item
This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to Intimidation checks.
Main Item: Demon MaskCore Rulebook, page 609.
Item 9
Usage curses gear used for skills or a weapon
Category Curse
The dependent curse makes an item function properly only under certain circumstances. Whenever you use the item to perform a skill check or use the weapon in combat, your degree of success is one worse than the result you rolled unless those specific conditions are met. The most common types of dependent curses are nocturnal or diurnal—functioning normally only at night or only during the day, respectively—but more restrictive curses do exist, such as a curse that restricts the item's use to underground or a curse that allows the item to function effectively only during autumn.
Gamemastery Guide, page 93.
Item 1+
Usage held in 2 hands; Bulk 1
Category Held
This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a batonlike shape, and clamped shut. You can rapidly deploy it on the ground with an Interact action to create cover. Deployable cover is large enough to Take Cover behind, allowing you (and others) to gain standard cover when you use the Take Cover action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute.
Type deployable cover; Level 1; Price 15 gp
Type ballistic cover; Level 2; Price 35 gp
Specially crafted to protect against bullet fire, a ballistic cover also works against other physical projectiles, such as arrows, bolts, and thrown weapons. While a creature has cover from Taking Cover behind a ballistic cover, it gains resistance 2 to piercing damage from ranged weapons and ranged unarmed attacks.
Guns & Gears, page 64.
Item 1
Price 15 gp
Usage held in 2 hands; Bulk 1
Category Held
This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a batonlike shape, and clamped shut. You can rapidly deploy it on the ground with an Interact action to create cover. Deployable cover is large enough to Take Cover behind, allowing you (and others) to gain standard cover when you use the Take Cover action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute.
Main Item: Deployable CoverGuns & Gears, page 64.
Item 5+
Ammunition any
Category Consumable
Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water.
Type depth charge I; Level 5; Price 25 gp
This ammunition deals 3d6 bludgeoning damage with a DC of 20.
Type depth charge II; Level 7; Price 55 gp
This ammunition deals 5d6 bludgeoning damage with a DC of 24.
Type depth charge III; Level 10; Price 165 gp
This ammunition deals 7d6 bludgeoning damage with a DC of 28.
Type depth charge IV; Level 12; Price 330 gp
This ammunition deals 9d6 bludgeoning damage with a DC of 30.
Type depth charge V; Level 14; Price 660 gp
This ammunition deals 11d6 bludgeoning damage with a DC of 32.
Type depth charge VI; Level 16; Price 1,500 gp
This ammunition deals 13d6 bludgeoning damage with a DC of 36.
Type depth charge VII; Level 18; Price 3,200 gp
This ammunition deals 15d6 bludgeoning damage with a DC of 39.
Treasure Vault, page 81.
Item 5
Price 25 gp
Ammunition any
Category Consumable
Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water.
This ammunition deals 3d6 bludgeoning damage with a DC of 20.
Main Item: Depth ChargeTreasure Vault, page 81.
Item 7
Price 55 gp
Ammunition any
Category Consumable
Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water.
This ammunition deals 5d6 bludgeoning damage with a DC of 24.
Main Item: Depth ChargeTreasure Vault, page 81.
Item 10
Price 165 gp
Ammunition any
Category Consumable
Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water.
This ammunition deals 7d6 bludgeoning damage with a DC of 28.
Main Item: Depth ChargeTreasure Vault, page 81.
Item 12
Price 330 gp
Ammunition any
Category Consumable
Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water.
This ammunition deals 9d6 bludgeoning damage with a DC of 30.
Main Item: Depth ChargeTreasure Vault, page 81.
Item 14
Price 660 gp
Ammunition any
Category Consumable
Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water.
This ammunition deals 11d6 bludgeoning damage with a DC of 32.
Main Item: Depth ChargeTreasure Vault, page 81.
Item 16
Price 1,500 gp
Ammunition any
Category Consumable
Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water.
This ammunition deals 13d6 bludgeoning damage with a DC of 36.
Main Item: Depth ChargeTreasure Vault, page 81.
Item 18
Price 3,200 gp
Ammunition any
Category Consumable
Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water.
This ammunition deals 15d6 bludgeoning damage with a DC of 39.
Main Item: Depth ChargeTreasure Vault, page 81.
Item
Price 1 gp
Bulk L
Hands 2
Category Adventuring Gear
This simple tool consists of a small iron weight attached to a thin rope that is marked at regular intervals (typically every foot). It can be used to measure the depth of a hole or body of water by dropping the weight down into unknown depths and counting the markings on the rope. It can also be used as a plumb bob.
LOPSG, page 114.
Item 1
Price 10 gp
Bulk 3
Category Adventuring Gear
Clockwork timepieces come in a variety of sizes and aesthetic styles, but they're all designed to display the accurate time of day down to the second.
Clockwork timepieces have a 24-hour activation cycle, after which they must wound in a process that takes 1 minute to complete.
Desktop clocks have been designed to be small enough to only take up a quarter of a typical writing desk's surface area, but they're still too bulky and heavy to be lugged around casually.
Main Item: TimepieceGuns & Gears, page 89.
Item 8+
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24.
Type greater desolation locket; Level 13; Price 2,800 gp
The item bonus when affixed to armor is +3, and the spell DC is 30.
Type major desolation locket; Level 19; Price 34,000 gp
The item bonus when affixed to armor is +4; when you critically fail a saving throw against an emotion effect, you get a failure instead; and the spell DC is 41.
Treasure Vault, page 125.
Item 8
Price 100 gp
Usage affixed to armor
Category Consumable
Given to undisciplined acolytes at risk of breaking their vows, this fulu activates on its own if its wearer begins to perform an act anathema to a specific deity or cause, decided at the time of crafting. The fulu heats up when activated, giving you enough warning to correct your actions; if you proceed, the fulu immolates in a burst of flame. This deals 4d6 fire damage and brands your skin until you receive an appropriate atone ritual. Either way, activating the fulu consumes it.
Secrets of Magic, page 159.
Item 10
Price 1,000 gp
Usage held in 1 hand; Bulk –
Activate Interact
Category Held
An exploration lens is a magical glass lens designed for a bull's-eye lantern. When light from the lantern passes through the lens, it alters the light to make it easier to perform a common exploration activity with the lantern. You can find more information about exploration activities related to these lenses on page 496 of the Core Rulebook. Alternatively, an exploration lens can be installed in a wayfinder like an aeon stone. In this case, light (such as that from a lantern, torch, or light spell) must still pass through the lens and you must hold the wayfinder in your hand for it to function.
There are several different types of exploration lens, each granting benefits with a different type of exploration activity.
Each type of lens is distinguishable from all the other types by holding it up to a bright light.
When held up to light, this lens sparkles as though infused with glitter. While Detecting Magic in exploration mode, when the lantern's light falls upon something you detect as magical, it pulsates faintly. This makes it easier to triangulate the magic, since you can use the cone of the bull's-eye lantern instead of the circular pulse of detect magic. You also gain a +2 item bonus to checks to Identify Magic within the light.
Main Item: Exploration LensItem 3
Price 25 gp
Bulk 1
Hands 2
Category Adventuring Gear
This leather satchel contains empty vials, a pair of tweezers, a supply of small linen cloths, a set of brass calipers and a knotted string for measuring distances, several pieces of chalk, a pen, and a blank notebook for keeping notes. Every component of a detective's kit is of exceeding quality, and thus a detective's kit adds a +1 item bonus to checks to investigate a crime scene, a clue, or similar details.
Advanced Player’s Guide, page 248.
Item 7
Access Kaetiarn have access to this item.
Price 360 gp
Usage worn; Bulk —
Category Worn Item
During their journeys across the Staemorn, the Kaetiarn found several smoky, gemstone-like objects that knights refer to as detector stones. Some of the knights' Falutairnn allies believe the stones are aeon stones corrupted by the same energies that corrupted the Staemorn, though they don't display the characteristic orbiting behavior of aeon stones when invested. Despite the controversy, many knights use the stones for their ability to detect the presence of undead.
While you have a detector stone invested, it glows faintly when an undead creature is within 30 feet of you, unless the undead is hidden or disguised with a Deception or Stealth result of 20 or higher. An invested stone may be carried in a pocket, but some knights set them in necklaces, bracelets, or weapon hilts.
LOKL, page 90.
Item 4+
Access follower of Vroustiam
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.
For the listed time, the object takes constant damage; if the object has a Hardness, then the dust gradually reduces the object's Hardness instead. 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.
Type deteriorating dust; Level 4; Price 15 gp
The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days.
Type extended deteriorating dust; Level 6; Price 45 gp
The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 1 week.
Type caustic deteriorating dust; Level 9; Price 105 gp
The affected object takes 1 damage per hour (24 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days.
LOGM, page 122.
Item 4
Access follower of Vroustiam
Price 15 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 3 hours (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.
Snare 3
Price 12 gp
Category Snare
This snare uses clockwork stressed almost to the breaking point, which activates with a powerful explosion that deals 3d8 piercing damage to the first creature entering the snare's square. The creature must attempt a DC 19 Reflex saving throw.
Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and 3 persistent bleed damage.Critical Failure The creature takes double damage and 6 persistent bleed damage.Guns & Gears, page 79.
Item 6
Price 250 gp
Usage worn armor; Bulk L
Category Armor
Those favored by Khaezaithus can be found wearing this +1 studded leather, which is lacquered in red and black.
If this reroll improves your degree of success, the GM can later reroll one Strike against you, one saving throw against your abilities, or one secret check or saving throw you make. This is a fortune effect if used on a Strike or save against you, or a misfortune effect if used on your secret check or saving throw. The GM must use this reroll before the end of the last day you activated the armor.
Treasure Vault, page 15.
Item 3
Devil imp; Decipher Writing Arcana, Occultism, Society
Category Contract
You've bargained with an imp, one of the least powerful devils, for a fragment of infernal luck.
Benefit Once per day, you can roll a saving throw twice and use the higher result.
Payment At the termination of your mortal life, your soul must serve the imp for 100 years.
Hidden Condition The "termination of mortal life" clause is carefully worded to hasten your demise. You can't use the benefit against a death effect, and if you roll a failure on a saving throw against a death effect, you get a critical failure instead.
Termination Clause If you critically fail a saving throw against a death effect and do not die, the contract becomes unenforceable on its terms and is voided.
Item 9
Price 100 gp
Usage held in 1 hand; Bulk 1
Category Weapon
This +1 striking returning trident is made of an ancient black metal that glistens unnaturally and is cold to the touch. The prongs of this trident drip with metallic lake water. Strikes with the Devil's Trident trigger the weaknesses of any creature with a weakness to water.
LOMM, page 47.
Item 11
Price 1,300 gp
Usage held in 2 hands; Bulk 1
Category Held
A dezullon fountain is a distinct type of +2 striking air repeaterG&G made from the still-living pitcher of a dezullon, dealing acid damage instead of the gun's normal piercing damage.
Craft Requirements The initial raw materials must include a pitcher from a dezullon (Bestiary 94) or similar creature.
Treasure Vault, page 36.
Item 17
Price 15,000 gp
Usage worn circlet; Bulk L
Category Apex
An elegant, colorful gem cut into a complex geometric pattern is slotted into a narrow metal band that fits around your brow. You gain a +3 item bonus to checks to Recall Knowledge, regardless of the skill. When you invest the diadem, you either increase your Intelligence score by 2 or increase it to 18, whichever would give you a higher score. This gives you additional trained skills and languages, as normal for increasing your Intelligence score. You must select skills and languages the first time you invest the item, and whenever you invest the same diadem of intellect, you get the same skills and languages you chose the first time.
Core Rulebook, page 603.
Item 12
Price 350 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
This oily, dark purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim's blood flow to their extremities and turn their lungs into a soft jelly. A victim of dikhounae blight is recognizable by the pores of their fingertips weeping an inky oil that coats their hands and makes it difficult to hold things. Each round, at the beginning of their turn, a creature affected by dikhounae blight must succeed at a flat DC 5 check or drop one random item they're holding.
Saving Throw DC 32 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 6d6 poison damage (1 round); Stage 2 8d6 poison damage (1 round); Stage 3 10d6 poison damage and confused (1 round)
AoE3, page 78.
Item 5
Price 20 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
A synthetic adrenaline supplement that increases awareness and reaction time. Diluted hype has been mixed with saltwater to allow for cheaper mass production.
Saving Throw DC 21 Fortitude; Maximum Duration 1 minute; Stage 1 quickened and can use the additional action to Step (1 round); Stage 2 stupefied 1 (1 round); Stage 3 drained 1 and stupefied 1 (1 round)
LOL, page 81.
Item 12
Price 360 gp
Ammunition any
Activate command, envision
Category Consumable
Dimension shot is deep blue black, but motes of light play upon it like stars in the night sky. The activated ammunition allows you to teleport to a location near where the ammunition hits.
If you hit a creature, you can teleport to an unoccupied space adjacent to that creature. If you fire at a square, you can teleport to a space that contains that square or an unoccupied space adjacent to it. The teleportation fails if no unoccupied space is available to you.
Treasure Vault, page 81.
Item 7
Price 60 gp
Usage held in 1 hand; Bulk L
Category Consumable
Baimoraimouites originally crafted this complex knot of vibrant string for bracelets meant to tie the destinies of two people together. Now, however, spellcasters of all religions use them to enhance their capacity with teleportation magic. Adding this catalyst to a 4th-level dimension door spell allows you to bring a single willing adjacent creature along with you; however, the teleportation is somewhat disorienting for them, causing them to become stunned 1.
Secrets of Magic, page 168.
Item 0
Price 10 gp +
Category Pet
No entries found.
LOTG, page 103.
Item 10+
Usage worn; Bulk 1
Category Worn Item
The tough, scaled leather of these heavy boots comes from a mighty dinosaur, granting you the steadiness of a lumbering beast. Any time an action or effect would cause you to make a forced movement, roll a DC 17 flat check. On a success, the forced movement fails to affect you.
You gain a foot unarmed attack that has the same statistics as your fist unarmed attack, except its damage die is increased from 1d4 to 1d6. Once during the duration, you can use the Trample 3-action activity (Bestiary 344) to Trample creatures one size smaller than you or smaller. This deals an amount of damage to each creature equal to that of your foot unarmed attack (including any extra weapon damage dice, bonuses, or additional damage as normal), with a DC 27 basic Reflex save. You can Dismiss the activation.
Type dinosaur boots; Level 10; Price 950 gp
Type greater dinosaur boots; Level 16; Price 9,500 gp
The activation makes you grow to size Huge, if you choose, with the effects of 4th-level enlarge. Either way, the damage die of your foot unarmed attack increases from 1d4 to 1d8, and you can use Trample as many times as you want during the activation.
LOTGB, page 42.
Item 10
Price 950 gp
Usage worn; Bulk 1
Category Worn Item
The tough, scaled leather of these heavy boots comes from a mighty dinosaur, granting you the steadiness of a lumbering beast. Any time an action or effect would cause you to make a forced movement, roll a DC 17 flat check. On a success, the forced movement fails to affect you.
You gain a foot unarmed attack that has the same statistics as your fist unarmed attack, except its damage die is increased from 1d4 to 1d6. Once during the duration, you can use the Trample 3-action activity (Bestiary 344) to Trample creatures one size smaller than you or smaller. This deals an amount of damage to each creature equal to that of your foot unarmed attack (including any extra weapon damage dice, bonuses, or additional damage as normal), with a DC 27 basic Reflex save. You can Dismiss the activation.
LOTGB, page 42.
Item 5
Price 125 gp
Usage worn; Bulk —
Category Worn Item
When displayed prominently, this brass badge makes creatures find you more agreeable. You gain a +1 item bonus to Diplomacy checks.
Core Rulebook, page 609.
Item 3
Price 9 gp
Usage held in 2 hands; Bulk L
Activate 10 minutes Interact
Category Consumable
A common sight at political gatherings, a diplomat's charcuterie has fine meats, cheeses, nuts, fruits, and other finger foods mixed with reagents to engender friendly feelings between those consuming them. Contents of the plate vary by chef and the intended palates, from the hearty sausages and hard cheese of charcuterie from the Robreind to the hot-pepper cheese curds and smoked almonds of Fifalavadn platters. After Activating the charcuterie by eating it, you gain a +1 item bonus to Diplomacy checks to Make an Impression and Perception checks to Sense Motive. These bonuses last 24 hours or until you make your next daily preparations, whichever comes first.
Treasure Vault, page 47.
Item 5
Price 22 gp
Usage affixed to a creature; Bulk —
Duration 1 hour
Category Consumable
Incorporating green in its writing, a discord fulu is a popular but unethical tool often deployed on romantic rivals to foil their advances. While the fulu is affixed to it, a creature treats its attitude toward other creatures as one step worse than it is. The creature also takes a –1 status penalty to Diplomacy checks. The first failure the creature rolls on a Diplomacy check becomes a critical failure instead, and the fulu turns to ash, ending its effect.
Treasure Vault, page 77.
Item
Price 2 gp
Bulk L
Hands 2
Category Adventuring Gear
This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it.
Type Base; Price 2 gp
Type Elite; Level 3; Price 40 gp
An elite disguise kit adds a +1 item bonus to relevant checks.
Core Rulebook, page 288.
Item
Price 2 gp
Bulk L
Hands 2
Category Adventuring Gear
This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it.
Main Item: Disguise KitCore Rulebook, page 288.
Item 15
Price 1,300 gp
Ammunition bolt
Activate Interact
Category Ammunition
The shaft of this bolt is scorched and blackened, and handling it coats your fingers with a fine black powder. When an activated disintegration bolt hits a target, it is subject to a disintegrate spell requiring a DC 34 Fortitude save. As with the spell, a critical hit on the attack roll causes the target's saving throw outcome to be one degree worse.
Craft Requirements Supply one casting of disintegrate.
Core Rulebook, page 559.
Item 17
Price 2,400 gp
Usage affixed to a weapon; Bulk —
Activate envision; Trigger Your Strike damages a target; Requirements You're a master with the affixed weapon.
Category Talisman
Made from a treated sliver of cold iron, this talisman allows you to counteract magical effects. When you activate the dispelling sliver, it attempts to counteract a single spell active on the target, with the effects of an 8th-level dispel magic spell (counteract modifier +29).
If you activate the talisman on a successful Dispelling Slice, the talisman attempts to counteract all spells active on the target.
Core Rulebook, page 566.
Item 6
Price 50 gp
Ammunition sling bullet
Activate Interact
Category Ammunition
The metals used to forge this lead shot were taken from a variety of continents and barely stay together. When an activated dispersing bullet hits a target, the bullet scatters into a sphere of metal shards as the metals try to return to their places of origin. All creatures in a 10-foot emanation around the target of the attack (and not including the target) must succeed at a DC 21 Fortitude save or be pushed 10 feet from the target (15 feet on a critical failure).
Secrets of Magic, page 173.
Rune 5+
Usage etched onto a melee weapon
Category Rune
A disrupting weapon pulses with positive energy, dealing an extra 1d6 positive damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn.
Type disrupting; Level 5; Price 150 gp
Type greater disrupting; Level 14 (uncommon); Price 4,300 gp
Increase the extra damage to 2d6. On a critical hit, instead of being enfeebled 1, the undead creature must attempt a DC 34 Fortitude save with the following effects. This is an incapacitation effect.
Critical Success It's enfeebled 1 until the end of your next turn.Success It's enfeebled 2 until the end of your next turn.Failure It's enfeebled 3 until the end of your next turn.Critical Failure It's destroyed.Core Rulebook, page 584.
Rune 5
Price 150 gp
Usage etched onto a melee weapon
Category Rune
A disrupting weapon pulses with positive energy, dealing an extra 1d6 positive damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn.
Main Item: DisruptingCore Rulebook, page 584.
Item 3+
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
A pearlescent fluid, disrupting oil applied to a weapon grants the benefits of a disrupting rune for 1 minute.
Type disrupting oil; Level 3; Price 10 gp
Type greater disrupting oil; Level 11; Price 250 gp
The oil acts as a greater disrupting rune with a save DC of 30.
Treasure Vault, page 86.
Item 3
Price 10 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
A pearlescent fluid, disrupting oil applied to a weapon grants the benefits of a disrupting rune for 1 minute.
Main Item: Disrupting OilTreasure Vault, page 86.
Item 9
Price 650 gp
Usage worn; Bulk –
Category Worn Item
The diviner's nose chain is worn by attaching piercings to the ear and nose, creating a connection between the senses of hearing and smell. The diviner's nose chain grants you scent out to 30 feet as an imprecise sense, and a +1 item bonus to checks to Seek or Sense Motive.
LOPSG, page 78.
Item 3
Price 100 gp
Usage worn clothing; Bulk 1
Category Worn Item
Diving suits are bulky, waterproofed leather outfits with copper helmets, worn by divers and underwater salvagers.
The suit grants a +1 item bonus to Swim checks made underwater, and the helmet features tubes for connecting bottled air. When connected to a diving suit, bottled air doesn't need to be held and can be used to breathe as a free action. If you wear armor over a diving suit, you become clumsy 1 until you remove the diving suit.
LOTGB, page 19.
Material 0+
Category Material
This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name "quickiron" in some places.
Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it "tiger iron." When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses (page 98).
Type djezet mass; Price 600 gp; Bulk L
Type djezet alloy ingot; Price 6,000 gp; Bulk 1
Type standard-grade djezet alloy object; Level 8; Price 400 gp per Bulk
Type high-grade djezet alloy object; Level 16; Price 7,000 gp per Bulk
LOTGB, page 97.
Material 0+
Price 6,000 gp
Bulk 1
Category Material
This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name "quickiron" in some places.
Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it "tiger iron." When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses (page 98).
LOTGB, page 97.
Item 12+
Usage worn armor; Bulk varies by armor
Category Material
Armor made of djezet alloy is easy to enchant. Transferring runes onto djezet armor from other armor waives the usual 1/10 cost to etch the rune. This benefit has no effect on the cost of the rune itself or on the cost to transfer a rune off djezet armor onto a non-djezet armor. High-grade djezet armor can be etched with an additional property rune (to a maximum of four instead of three for +3 armor).
Type standard-grade djezet armor; Level 12; Price 1,800 gp + 180 gp per Bulk; Craft Requirements The initial raw materials must include at least 225 gp of djezet + 22.5 gp per Bulk.
Type high-grade djezet armor; Level 19; Price 35,000 gp + 3,500 gp per Bulk; Craft Requirements The initial raw materials must include at least 17,500 gp of djezet + 1,750 gp per Bulk.
LOTGB, page 98.
Item 13
Price 600 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Some mages carry vials of djezet for its magic-enhancing properties. When you drink a djezet dose, if your next action is to Cast a Spell, you can apply the effects of the Reach Spell (Core Rulebook 122) or Widen Spell (Core Rulebook 134) metamagic feats.
Craft Requirements At least 300 gp of djezet.
LOTGB, page 98.
Material 0+
Price 600 gp
Bulk L
Category Material
This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name "quickiron" in some places.
Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it "tiger iron." When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses (page 98).
LOTGB, page 97.
Item 9+
Usage varies by shield
Category Material
The burnished red faces of djezet-alloy shields attract effects made of pure magic. While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger.
When taking energy damage from a spell, the shield's listed Hardness doubles.
Type standard-grade djezet buckler; Level 9; Price 600 gp; Bulk L; Craft Requirements djezet worth at least 75 gp The shield has Hardness 3, HP 12, and BT 6.
Type standard-grade djezet shield; Level 9; Price 660 gp; Bulk 1; Craft Requirements djezet worth at least 82.5 gp The shield has Hardness 5, HP 20, and BT 10.
Type high-grade djezet buckler; Level 16; Price 8,000 gp; Bulk L; Craft Requirements djezet worth at least 4,000 gp The shield has Hardness 6, HP 24, and BT 12.
Type high-grade djezet shield; Level 16; Price 8,800 gp; Bulk 1; Craft Requirements djezet worth at least 4,400 gp The shield has Hardness 8, HP 32, and BT 16.
LOTGB, page 98.
Item 12+
Usage varies by weapon; Bulk varies by weapon
Category Material
The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target to lose one prepared spell or one spontaneous spell slot unless the target succeeds at a Will save (DC 30 for standard-grade or DC 40 for high-grade). The spell is randomly selected from among the caster's highest three spell levels (and then from among the spells prepared in that level, for a prepared spellcaster).
Type standard-grade djezet weapon; Level 12; Price 1,800 gp + 180 gp per Bulk; Craft Requirements at least 225 gp of djezet + 22.5 gp per Bulk.
Type high-grade djezet weapon; Level 18; Price 22,000 gp; Craft Requirements at least 11,000 gp of djezet + 1,100 gp per Bulk.
LOTGB, page 98.
Item 22
Usage held in 1 hand; Bulk 1
Category Artifact
The hilt of this +3 major striking axiomatic spell-storing longsword is simple and elegant. The blade itself is made of throneglass—a clear, jewellike crafting material with a razor-sharp edge, capable of absorbing psychic magic and redirecting it at the wielder's enemies.
Whenever the Dobem Diamond is in an area of dim or brighter light, it glows faintly, as if reflecting the light of a setting sun.
While wielding the Dobem Diamond, you gain a +2 item bonus on saving throws against mental effects. You can never harm yourself with the Dobem Diamond, even if confused.
If you ever travel farther than 100 miles from the Isle of Dobem while in possession of the Dobem Diamond, the sword becomes impossibly heavy; you are encumbered as long as you carry the sword and remain outside of this area. If you relinquish the Dobem Diamond while away from Dobem, the sword gradually makes its way back to the isle over the course of a year.
When the creature attempts to Cast a Spell, it must attempt a DC 44 Will save; on a failure, the spell fails and both the spell and the actions spent to cast it are lost. This effect lasts for up to 1 minute.
Destruction A deity who ascended to divinity via the Test of the Falelil can damage and destroy the Dobem Diamond as if it were not an artifact.
Item 7
Price 340 gp
Bulk L
Category Grimoire
The bones of small animals decorate the cover of this tome, creating a pattern that resembles a gross perversion of Grobreil's holy symbol.
LOIL, page 178.
Item 0
Price 2 sp +
Category Pet
No entries found.
LOTG, page 103.