60 items, from Dog-Bone Knife to Droubraed Pistols.
Dog-Bone Knife · Dogslicer · Doll · Doll · Donchak · Door Ram · Dose or Round of Black Powder · Dosend's Lethargy · Dosend's Lethargy · Double Ronas's Brew · Double-barreled Musket · Double-barreled Pistol · Doubling Rings · Doubling Rings · Draconic Toxin Bottle · Draft of Stellar Radiance · Dragon Bile · Dragon Handwraps · Dragon Mouth Pistol · Dragon Rune Bracelet · Dragon Rune Bracelet · Dragon Throat Scale · Dragon Turtle Plate · Dragon Turtle Scale · Dragon's Blood Pudding · Dragon's Breath · Dragon's Breath Potion · Dragon's Crest · Dragon's Eye Charm · Dragonbone Arrowhead · Dragonclaw Scutcheon · Dragonfly Fulu · Dragonfly Potion · Dragonhide · Dragonhide Armor · Dragonhide Shield · Dragonplate · Dragonscale Amulet · Dragonscale Cameo · Dragonscale Staff · Dragonscale Staff · Dragonscale Staff · Dragonslayer's Shield · Dragontooth Club · Dragontooth Trophy · Drake Rifle · Drakeheart Mutagen · Draxie's Recipe Book · Dread · Dread Ampoule · Dread Blindfold · Dread Helm · Dreadsmoke Thurible · Dreaming Round · Dreamstone · Dreamstone, Cursed · Dreamtime Tea · Dreary · Dregedeir's Silver Anvil · Droubraed Pistols
Item 5
Price 150 gp
Usage held in 1 hand; Bulk 1
Category Held
The blade of this +1 striking dagger is made from the thigh bone of a canine that died in the act of protecting its master. A werecreature or other creature willingly under the effects of a non-permanent polymorph effect damaged by a dog-bone knife must attempt a DC 19 Will save or immediately revert to its natural form—this has no effect on a creature unwillingly polymorphed. On a successful save, the creature is temporarily immune to this effect for 1 minute. Kushtakas and other creatures vulnerable to canines take a –2 circumstance penalty to saves against this effect, and this weapon overcomes any resistance such creatures have to physical attacks.
Dark Archive, page 134.
Item
Price 1 sp
Bulk L
Damage 1d6 slashing
Hands 1
Category Martial Melee Weapon; Group Sword
This short, curved, and crude makeshift blade often has holes drilled into it to reduce its weight. It's a favored weapon of goblins.
Core Rulebook, page 281.
Item 0+
Usage held in 1 hand; Bulk L
Category Held
Dolls are found throughout Falavririak in a wide variety of forms. Among the most common are miniature painted figurines, plush animals crafted from fur and stuffed with cotton, porcelain dolls with fine clothing and silky hair, fabric hand puppets, and elaborate marionettes.
Type doll; Level 0; Price 1 sp
This price is for an average doll of any type.
Type surprise doll; Level 1; Price 1 gp
These dolls contain a hidden compartment or pouch capable of holding a single object of up to light Bulk—typically a bell, rattle, or dried flowers.
Type exquisite surprise doll; Level 2; Price 10 gp
Hiding an object inside this beautifully crafted surprise doll grants you a +1 item bonus on Stealth checks made to Conceal an Item, as the compartment is particularly well-hidden and weighted to ensure the doll doesn't feel off-balance with an item inside.
LOTGB, page 58.
Item 0
Price 1 sp
Usage held in 1 hand; Bulk L
Category Held
Dolls are found throughout Falavririak in a wide variety of forms. Among the most common are miniature painted figurines, plush animals crafted from fur and stuffed with cotton, porcelain dolls with fine clothing and silky hair, fabric hand puppets, and elaborate marionettes.
This price is for an average doll of any type.
Main Item: DollLOTGB, page 58.
Item
Price 4 gp
Bulk 2
Damage 1d8 slashing
Hands 2
Category Advanced Melee Weapon; Group Polearm
This long metal pole has a large chakram attached at the end. A mechanism within the handle allows the wielder to launch and retract the chakram, which is connected with wire to the inside of the weapon. The donchak is seldom seen used outside training scenarios.
LOIL, page 221.
Item 2
Price 30 gp
Usage portable, held in 4 hands; Bulk 3
Crew 2
A door ram is a small siege weapon meant for breaking down doors, palisades, and weak portcullises. It consists of a log with an iron cap, and has handholds carved into it or grips attached to it.
Guns & Gears, page 75.
Item 0
Price 1 cp
Ammunition rounds
Category Consumable
Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions.
Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container.
The smallest unit of black powder that still has a simple use, a dose can be a simple package paper parcel around black powder or it can be packaged with a metal bullet or pellet to be used as ammunition. When ignited with a fuse or exposed to direct flame, a dose of black powder explodes. This isn't powerful enough to deal damage but makes a loud sound and could trigger further explosions. A fuse for a dose can be created with a few twists of paper and causes the dose to explode the round after it's lit.
Main Item: Black PowderGuns & Gears, page 169.
Item 2
Price 6 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
Traps may keep many a thief at bay, but the poison known as dosend's lethargy ensures that no thieves are strong enough to walk off with pilfered treasures.
Commonly smeared on locks, chests, and even valuable items themselves, the poison slowly saps the strength of those who touch it.
Nearby guardians can then simply follow the resulting trail of discarded valuables to find the weakened trespasser.
Saving Throw DC 19 Fortitude; Onset 1 minute; Maximum Duration 1 hour; Stage 1 reduce Bulk limit by 3 (1 minute); Stage 2 flat-footed, reduce Bulk limit by 4 (10 minutes); Stage 3 flat-footed, reduce Bulk limit by 5 (10 minutes)
AoE1, page 81.
Item 2
Price 6 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
The poison known as dosend's lethargy ensures no thieves are strong enough to walk off with pilfered treasures.
Commonly smeared on locks, chests, and even valuable items themselves, the poison slowly saps the strength of those who touch it. Nearby guardians can then simply follow the resulting trail of discarded valuables to find the weakened trespasser.
Saving Throw DC 19 Fortitude; Onset 1 minute; Maximum Duration 1 hour; Stage 1 reduce Bulk limit by 3 (1 minute); Stage 2 flat-footed, reduce Bulk limit by 4 (10 minutes); Stage 3 flat-footed, reduce Bulk limit by 5 (10 minutes)
Treasure Vault, page 69.
Item 13
Price 480 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
Ronas's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against fear effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you use this breath weapon, you can't do so again for 1d4 rounds.
Critical Success The creature is unaffected.Success The creature is clumsy 1 and stupefied 1 for 1 round.Failure The creature is clumsy 1 and stupefied 1 for 1d4 rounds.Critical Failure The creature becomes clumsy 2, stupefied 2, and sickened 1. The clumsy and stupefied conditions last until 1d4 rounds after the sickened condition ends.The save DC is 31.
Main Item: Ronas's BrewTreasure Vault, page 88.
Item 1
Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth
Price 11 gp
Bulk 1
Damage 1d6 piercing
Ammunition rounds; Range 60 ft.; Reload 1
Hands 2
Category Martial Ranged Weapon; Group Firearm
This flintlock breech-loader has two side-by-side barrels. Though less accurate than a standard musket, a double-barreled musket offers versatility in firing options. Many of Tobraid's famous shield marshals save their earnings to buy a double-barreled musket as their first personal firearm.
Guns & Gears, page 151.
Item
Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth
Price 7 gp
Bulk 1
Damage 1d4 piercing
Ammunition rounds; Range 30 ft.; Reload 1
Hands 1
Category Martial Ranged Weapon; Group Firearm
This flintlock pistol has two side-by-side barrels. Though less accurate than a standard pistol, a double-barreled pistol is a useful and versatile weapon. It's generally banned in areas where duels with pistols are relatively common, in much the same way that arriving at an aristocratic duel with a scattergun would be considered crass, at best.
Guns & Gears, page 151.
Item 3+
Usage worn; Bulk —
Category Worn Item
This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon's fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed.
The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn't apply to thrown attacks or if you're holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield).
Type doubling rings; Level 3; Price 50 gp
Type greater doubling rings; Level 11; Price 1,300 gp
The rings also replicate property runes from the weapon in the gold-ringed hand, so long as the weapon in the iron-ringed hand meets all the prerequisites for a given rune and is not a specific weapon. The weapon in the iron-ringed hand gains the benefits of those runes. All its own runes are suppressed.
When you invest the rings, you can elect for the rings to transfer only fundamental runes, in which case they function as standard doubling rings.
Core Rulebook, page 609.
Item 3
Price 50 gp
Usage worn; Bulk —
Category Worn Item
This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon's fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed.
The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn't apply to thrown attacks or if you're holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield).
Main Item: Doubling RingsCore Rulebook, page 609.
Item 7
Usage held in 1 hand; Bulk L
Category Consumable
This glass bottle appears to be a dragon's breath potion of a specific dragon type (usually red) but has been polluted, making it toxic to use.
Treasure Vault, page 191.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
This potion's bottle glows softly with shimmering silver light. Upon drinking this potion, you're surrounded by a nimbus of blazing starlight that lasts for 1 minute. You emanate a field of bright light with a 20-foot radius (and dim light for another 20 feet, like a torch). You take a –20 penalty to Stealth checks. Any creature that targets you with an attack or an ability must succeed at a DC 17 Fortitude save or be dazzled for 1 round. A creature who succeeds at this save is immune to the effect for 24 hours.
Item 15
Price 925 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
A mix of digestive juices and green dragon poison glands nauseates the victim as its flesh is digested from within.
Saving Throw DC 37 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 6d6 poison damage and sickened 2 (1 round); Stage 2 7d6 poison damage and sickened 3 (1 round); Stage 3 9d6 poison damage and sickened 4 (1 round)
Core Rulebook, page 551.
Item 20
Price 80,000 gp
Usage worn gloves; Bulk —
Category Apex
These silken handwraps feature intricate embroidery of a serpentine red dragon adorned with golden thread. The handwraps function as +3 major striking greater flaming handwraps of mighty blows. You also gain a +4 item bonus to Athletics checks made to Grapple or Shove. When you invest the handwraps, you either increase your Strength score by 2 or increase it to 18, whichever is higher.
Treasure Vault, page 103.
Item
Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth
Price 9 gp
Bulk 1
Damage 1d6 piercing
Ammunition rounds; Range 20 ft.; Reload 1
Hands 1
Category Martial Ranged Weapon; Group Firearm
Similar to the blunderbuss, a dragon-mouth pistol fires pellets from a flared barrel. Though less powerful than a blunderbuss, the dragon-mouth pistol is appreciated for its portability and one-handed design. Though the name was coined because of the destructive belch of this handheld scatter weapon, many gunsmiths craft dragon-mouth pistols with elaborate embellishments that resemble a stylized dragon's maw framing the barrel.
Guns & Gears, page 151.
Item 11
Price 1,400 gp
Usage worn bracelet; Bulk –
Category Worn Item
This polished golden bracelet is formed around the scale of a famous dragon. The bracelet is etched with esoteric symbols or words—always in Draconic—that indicate kinship with dragons. As many types of dragon rune bracelets exist as there are types of dragons, though dragon rune bracelets associated with Uncommon or Rare dragons are Rare.
While wearing a dragon rune bracelet, you gain a +2 item bonus to Diplomacy checks while interacting with dragons of the same type as the pendant's scale (such as red dragons or cloud dragons). You also gain a +2 item bonus to saving throws against fear effects from any kind of dragon.
Item 11
Price 1,400 gp
Usage worn; Bulk —
Category Worn Item
A dragon rune bracelet is a gold bangle formed around the scale of a famous dragon. The bracelet is etched with esoteric symbols or words in Draconic that indicate kinship with dragons. As many types of dragon rune bracelet exist as there are types of dragons, though bracelets associated with uncommon or rare dragons have the same rarity as the dragon.
While wearing a dragon rune bracelet, you gain a +2 item bonus to Diplomacy checks while interacting with dragons of the same type as the bracelet's scale (such as red dragons or cloud dragons). You also gain a +2 item bonus to saving throws against fear effects from any kind of dragon.
Craft Requirements You are a sorcerer of a draconic bloodline.
Treasure Vault, page 148.
Item 7
Price 55 gp
Usage held in 1 hand; Bulk L
Activate Cast a Spell
Category Consumable
Dragon scales of all sorts can be powerful magical reagents, infusing magic with the might of their breath. When used to cast magic missile, a scale from a dragon's throat causes the spell to lose the force trait and damage type. Instead, the spell has the damage type of the breath weapon belonging to the dragon the scale came from, along with that trait.
Damage types are associated with the following dragons, with uncommon dragons noted with an asterisk.
Acid: Black, brine*, copper Cold: Silver, white Electricity: Blue, bronze, cloud*, sky* Fire: Brass, gold, magma*, red, underworld* Mental: Sovereign* Negative: Umbral* Poison: Green
Treasure Vault, page 74.
Item 9
Price 700 gp
Usage worn armor; Bulk 3
Category Armor
This harness of +1 resilient half plate is made from the shell plates of a dragon turtle and has the aquadynamic trait (page 8). Fashioned from organic material, the suit is one of the few heavy armors not anathema to druids.
Craft Requirements The initial raw materials must include the shell of a dragon turtle (Bestiary 128).
Treasure Vault, page 15.
Item 4
Price 13 gp
Usage affixed to armor; Bulk —
Activate envision; Requirements You're an expert in Athletics.
Category Talisman
This shimmering green scale is usually attached to a golden clasp or chain. When you activate the scale, for 1 minute you gain a swim Speed equal to half your land Speed.
Core Rulebook, page 566.
Item 2+
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with the listed counteract modifier to remove the slowed condition from a single source, using the source of that condition to determine the counteract level and DC.
Type lesser; Level 2; Price 5 gp
The pudding has a +6 counteract modifier.
Type moderate; Level 5; Price 25 gp
The pudding has a +9 counteract modifier. You also become quickened for 1 round. While taking the additional action from being quickened, you scream, as a result of both the flavor and the mandrake paste's properties. You can use the additional action to Step, Stride, Strike, or Demoralize. If you choose to Demoralize, you gain a +2 item bonus to the Intimidation check.
Type greater; Level 13; Price 425 gp
The pudding has a +20 counteract modifier. You become quickened as per the 5th-level version, except you gain a +3 item bonus to the Intimidation check.
Type major; Level 19; Price 5,500 gp
The pudding has a +31 counteract modifier. You become quickened as per the 5th-level version, except the effect lasts for 2 rounds and you gain a +4 item bonus to the Intimidation check.
LOTGB, page 46.
Rune 4+
Usage applied to dueling cape or shield
Category Rune
This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.
Type 1st-level spell; Level 4; Price 100 gp
Type 2nd-level spell; Level 6; Price 250 gp
Type 3rd-level spell; Level 8; Price 500 gp
Type 4th-level spell; Level 10; Price 1,000 gp
Type 5th-level spell; Level 12; Price 2,000 gp
Type 6th-level spell; Level 14; Price 4,500 gp
Type 7th-level spell; Level 16; Price 10,000 gp
Type 8th-level spell; Level 18; Price 24,000 gp
Type 9th-level spell; Level 20; Price 70,000 gp
LOTGB, page 88.
Item 7+
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
This liquid contains blood from a certain type of dragon. For 1 hour after you imbibe the concoction, you can unleash a breath weapon used by that type of dragon. The potency of the breath depends on the potion's type, based on the age of the dragon whose blood was used to make the potion.
This potion has the trait matching the damage type of the breath weapon.
Exhaling dragon breath uses a single action. The damage type and the area of the dragon breath depend on the type of dragon blood in the potion, as shown in the table below.
Regardless of the dragon type, the breath weapon deals 4d6 damage, and each creature in the area must attempt a DC 23 basic save of a type determined by the type of the dragon.
After you use the breath weapon, you can't do so again for 1d4 rounds.
Type young; Level 7; Price 70 gp
Type adult; Level 12; Price 400 gp
The damage is 6d6 and the save DC is 29.
Type wyrm; Level 17; Price 3,000 gp
The damage is 10d6 and the save DC is 37.
Core Rulebook, page 562.
Item 1
Price 10 gp
Usage applied to a shield
Category Shield Adjustment
This variant on the shield boss is usually shaped like a dragon's head, its jaws open wide enough to wedge a small vessel of liquid within. A dragon's crest can be etched with weapon runes, much like a shield boss or shield spikes, but doesn't otherwise alter your shield's statistics. A shield bearing a dragon's crest can't be combined with an attached weapon, like shield spikes.
You can use an Interact action to wedge an alchemical bomb into the crest's jaws. While a bomb is wedged in the shield, you take a –1 penalty to attack rolls with the shield.
When you successfully Strike a creature with the shield, the vessel shatters, exposing the creature you hit—and yourself—to the substance within. This counts as a successful hit with the bomb against the creature if it's adjacent to you or a successful hit against the appropriate adjacent square if it's not. The bomb deals splash damage as normal to surrounding creatures, including you. In addition, the bomb deals full damage to the attached shield.
LOTGB, page 104.
Item 7
Price 360 gp
Usage held in 1 hand; Bulk L
Category Held
This charm, a dragon-shaped pendant worn like a necklace or set into armor or clothing as a decoration, is warm and smooth to the touch. It must be held in one hand to be used (pressing the palm of one's hand to the charm also works, provided that your hand is otherwise empty). It has four distinct powers.
Age of Ashes #2: Cult of Cinders, page 71.
Item 4
Price 20 gp
Usage affixed to a melee weapon or a ranged weapon
Activate Interact; Requirements You're an expert with the affixed weapon.
Category Talisman
This arrowhead, carved from dragon bone, hangs off the shaft of your weapon. When you activate this talisman, until the end of the current turn, the affixed weapon gains the thrown <20 feet> weapon trait, and when you make a thrown Strike with it, it flies back to your hand after the Strike completes. If your hands are full when the weapon returns, it falls to the ground in your space.
Secrets of Magic, page 173.
Item 16
Price 1,600 gp
Usage affixed to a shield; Bulk —
Activate envision; Trigger You would take damage of a type depending on the talisman's dragon type: acid, cold, electricity, fire, or poison damage
Category Talisman
This decorative shield emblem contains the gilded claw of a dragon mounted in a setting of high-grade adamantine alloy. It protects against a damage type depending on the type of dragon the claw came from (see the sidebar). When you Activate the scutcheon you and all of your carried wielded, or worn items gain immunity to all damage of that type until the end of your next turn.
If you have a dragonclaw scutcheon, dragonscale cameo, and dragontooth trophy attached to your items, and they all correspond to the same type of dragon, you gain an extra benefit. When you Activate any of these talismans, you gain the ability to cast an 8th-level, DC 35 dragon breath focus spell (Core Rulebook 403) as an innate spell once before the end of your next turn. Use the dragon type that matches the talismans; you can Cast the Spell this way without spending a Focus Point.
Because each talisman disintegrates when used, you can't get this benefit again until you've attached a replacement.
Craft Requirements Supply one claw from an adult or older dragon.
Treasure Vault, page 92.
Item 7
Price 60 gp
Usage affixed to armor; Bulk —
Activate envision; Trigger You take the Leap action.
Category Talisman
Tradition says the dragonfly fulu should be affixed to the upper back, like the wings of an insect. When you Activate this fulu, you gain a +2 status bonus to Athletics checks to High Jump or Long Jump for 1 minute. During this time, you can attempt an Athletics check to High Jump or Long Jump as a single action without the Stride requirement. You can also High Jump or Long Jump from a nonsolid substance, such as air or water, but if you use this power of the fulu, its effects ends after you jump.
Treasure Vault, page 77.
Item 12
Price 310 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
Your eyes transform into those of a giant dragonfly, the thousands of separate facets wrapping around your head, and a pair of long, delicate, insectile wings grow from your upper back. You gain a fly Speed equal to your land Speed.
Additionally, you gain low-light vision and a +2 item bonus to visual Perception checks, and you can't be flanked except by creatures higher level than you are (though lower-level creatures can still help their higher-level allies flank). These effects last for 1 minute.
LOTGB, page 26.
Material 8+
Category Material
The hide and scales of a dragon can be used to Craft any item normally made of ordinary leather or hide. Dragonhide varies in color from blue to glittering gold, depending on the dragon it came from. Due to the scales' resiliency, it can also be used to Craft armor usually made out of metal plates (such as a breastplate, half plate, and full plate), allowing such armor to be made without metal. Dragonhide objects are immune to one damage type, depending on the type of dragon (see the table below).
Type standard-grade dragonhide object; Level 8; Price 350 gp per Bulk
Type high-grade dragonhide object; Level 16; Price 6,000 gp per Bulk
Core Rulebook, page 579.
Item 12+
Usage worn armor; Bulk varies by armor
Category Material
Dragonhide armor is immune to one damage type based on the type of dragon it is made from (as listed in the table on page 579). Wearing armor made from dragonhide also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal the corresponding damage type.
Type standard-grade dragonhide armor; Level 12; Price 1,600 gp + 160 gp per Bulk; Craft Requirements The initial raw materials must include dragonhide worth at least 200 gp + 20 gp per Bulk.
Type high-grade dragonhide armor; Level 19; Price 32,000 gp + 3,200 gp per Bulk; Craft Requirements The initial raw materials must include dragonhide worth at least 16,000 gp + 1,600 gp per Bulk.
Core Rulebook, page 555.
Item 8+
Usage varies by shield
Category Shield; Group Shield
Dragonhide shields are each immune to one damage type based on the type of dragon (see Dragonhide on page 579).
Type standard-grade dragonhide buckler; Level 8; Price 400 gp; Bulk L; Craft Requirements dragonhide worth at least 50 gp The shield has Hardness 2, HP 8, and BT 4.
Type standard-grade dragonhide shield; Level 8; Price 440 gp; Bulk 1; Craft Requirements dragonhide worth at least 55 gp The shield has Hardness 4, HP 16, and BT 8.
Type high-grade dragonhide buckler; Level 16; Price 8,000 gp; Bulk L; Craft Requirements dragonhide worth at least 4,000 gp The shield has Hardness 5, HP 20, and BT 10.
Type high-grade dragonhide shield; Level 16; Price 8,800 gp; Bulk 1; Craft Requirements dragonhide worth at least 4,400 gp The shield has Hardness 7, HP 28, and BT 14.
Core Rulebook, page 586.
Item 16
Price 10,000 gp
Usage worn armor; Bulk 4
Category Armor
This suit of +2 greater resilient dragonhide full plate makes you look like a fearsome dragon. The armor comes in 10 varieties corresponding to the 10 common dragon types, though other varieties undoubtedly exist.
Core Rulebook, page 557.
Item 15
Price 5,800 gp
Usage worn; Bulk –
Category Worn Item
This amulet is made from the scales of five ancient dragons. You gain resistance 5 to acid, cold, electricity, fire, and poison. If you take damage of one of these types from a dragon's Breath Weapon, the amulet begins to glow brightly; for the next 10 minutes, your resistance against that type of damage increases to 20. If you are subjected to a dragon's frightful presence, you can roll your saving throw twice and use the higher result to determine the aura's effects. This is a fortune effect.
Item 12
Price 400 gp
Usage affixed to armor; Bulk —
Activate envision
Category Talisman
This ornamental pin, consisting of a single preserved dragon scale from a chromatic or metallic dragon mounted in a setting of precious metal, is typically affixed between the shoulder blades. When you Activate the pin, a pair of draconic wings matching the color of the scale unfurl from your shoulders, granting you a fly Speed of 50 feet for 5 minutes.
Craft Requirements Supply one scale from an adult or older dragon.
Treasure Vault, page 93.
Item 14+
Usage held in 1 hand; Bulk 1
Category Staff
A multi-hued array of scales covers a dragonscale staff, forming a gradient of color, and a dragon's claw holds a gem upon the staff's head. Dragons give allies these staves as a mark of esteem.
While wielding a dragonscale staff you seem fiercer, gaining a +1 circumstance bonus to Intimidation checks to Demoralize.
Type dragonscale staff; Level 14; Price 4,500 gp
Type greater dragonscale staff; Level 20; Price 68,000 gp
Craft Requirements Supply one casting of all listed levels of all listed spells.
Treasure Vault, page 132.
Item 14
Price 4,500 gp
Usage held in 1 hand; Bulk 1
Category Staff
A multi-hued array of scales covers a dragonscale staff, forming a gradient of color, and a dragon's claw holds a gem upon the staff's head. Dragons give allies these staves as a mark of esteem.
While wielding a dragonscale staff you seem fiercer, gaining a +1 circumstance bonus to Intimidation checks to Demoralize.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Dragonscale StaffTreasure Vault, page 132.
Item 6
Price 240 gp
Usage held in 2 hands; Bulk 2
Category Held
This +1 striking bo staff is covered in scales shed by or harvested from a dragon. When benefiting from the circumstance bonus to AC granted by the bo staff's parry trait, you also gain resistance 5 to acid, cold, electricity, fire, or poison, according to the type of damage dealt by the breath weapon of the dragon that provided the scales; for instance, a staff made with scales taken from a white dragon would provide cold resistance. When this resistance prevents you from taking damage, the dragonscale staff deals an additional 1 damage of the type matching its resistance for 1 round.
Craft Requirements The initial raw materials must include scales from a dragon with a breath weapon that deals acid, cold, electricity, fire, or poison damage.
Treasure Vault, page 36.
Item 9
Price 670 gp
Usage held in 1 hand; Bulk 1
Category Shield; Group Shield
A dragonslayer's shield is a steel shield covered with dragonhide from a certain type of dragon, which distinguishes each shield from the others. While raised, this steel shield (Hardness 8, HP 32, BT 16) grants its circumstance bonus to Reflex saves against area effects (as well as to AC, as normal)
While you hold the shield, it also grants you a +2 circumstance bonus to Will saves against a dragon's frightful presence ability. The shield has resistance 10 against the damage type corresponding to the type of dragon whose hide was used in its creation (see dragonhide on page 579); this applies after reducing the damage for Hardness, so when you use Shield Block, the dragonslayer's shield takes 18 less damage from attacks of that damage type. You can use Shield Block against attacks that deal damage of that type.
Craft Requirements The initial raw materials must include at least 30 gp of dragonhide.
Core Rulebook, page 587.
Item 12
Price 1,800 gp
Usage held in 1 hand; Bulk 2
Category Held
Dragon teeth line the edges of this +2 greater striking leiomano. The leiomano also has a flaming, frost, shock, or corrosive rune, as appropriate for the dragon from which the teeth were taken, which also grants the weapon the associated energy trait (for instance, fire for a club made with teeth taken from a red dragon).
Craft Requirements The initial raw materials must include teeth from a dragon with a breath weapon that deals acid, cold, electricity, fire, or poison damage.
Treasure Vault, page 36.
Item 14
Price 800 gp
Usage affixed to a weapon; Bulk —
Activate envision; Trigger You succeed at a Strike with the affixed weapon.
Category Talisman
This imposing fang is engraved with an intricate arrangement of symbols, glyphs, and patterns and dangles from a leather strap bound to the hilt of the affixed weapon. When you Activate the trophy your weapon is momentarily transformed into a magical construct of draconic fury. On the triggering Strike and until the end of your next turn, the damage type of the affixed weapon changes to the type matching the dragon the claw came from (see the sidebar). This change overrides the versatile trait and similar abilities.
Craft Requirements Supply one tooth from an adult or older dragon.
Treasure Vault, page 93.
Item 4
Price 100 gp
Usage held in 2 hands; Bulk 2
Category Beast Gun Weapon
A drake rifle is a firearm made from the saliva glands of a drake. The firearm launches small bursts of empowered spittle instead of typical rounds of ammunition. A drake rifle is a +1 weapon. It's a distinct type of martial firearm that deals 1d10 damage with a range increment of 150 feet and reload 1. It deals acid, cold, electricity, fire, or poison damage, depending on the drake from which it was made. On a critical hit, the spittle clings to the target and they take persistent damage of the same type as the weapon equal to 1d4 + the number of weapon damage dice. A drake rifle does not add critical specialization effects.
On a hit, the drake rifle provides one of the following additional effects based on its damage type:
Acid Clinging acid makes it painful and sickening to move. The target becomes sickened 1.
Cold Frozen spittle clings to the target. The target takes a –10-foot status penalty to their Speeds for 1 minute.
Electricity Small bursts of electricity continue to spark and jolt the target. The target becomes dazzled and flat-footed for 1d4 rounds.
Fire A massive explosion knocks the target back. The target is pushed 10 feet away from you, and if it's on the ground, it falls prone.
Poison Noxious vapors fill the target's lungs. The target becomes enfeebled 1 and clumsy 1 for 1 minute.
Craft Requirements The initial raw materials must include the saliva glands of a ritually hunted drake with a breath weapon that deals the appropriate damage type for the drake rifle.
Guns & Gears, page 154.
Item 1+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your skin grows tough scales like a drake, your eyesight become sharp and your pupils slitted, and your limbs grow wiry and quick, but your mind and reflexes become slow.
Benefit You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to Perception checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus.
You also gain the Final Surge action.
Drawback You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge.
Type lesser; Level 1; Price 4 gp
The item bonus to AC is +4, the item bonus to Perception is +1, and the duration is 1 minute or until you use Final Surge, whichever comes first.
Type moderate; Level 3; Price 12 gp
The item bonus to AC is +5, the item bonus to Perception is +2, and the duration is 10 minutes or until you use Final Surge, whichever comes first.
Type greater; Level 11; Price 300 gp
The item bonus to AC is +6, the item bonus to Perception is +3, and the duration is 1 hour or until you use Final Surge, whichever comes first.
Type major; Level 17; Price 3,000 gp
The item bonus to AC is +7, the item bonus to Perception is +4, and the duration is 1 hour or until you use Final Surge, whichever comes first.
Advanced Player’s Guide, page 253.
Item 4
Price 90 gp
Bulk L
Category Grimoire
This tiny recipe book was created by a famous draxie chef, but it instantly resizes to fit the hand and eyes of the reader. While most of the pages are blank and ready to receive spells, the first four pages are taken up by a complex seasoning recipe that requires a casting of glitterdust.
This ability can also be used to properly season up to 100 pounds of prepared food within the area of the glitterdust spell instantaneously.
Treasure Vault, page 112.
Rune 6+
Usage etched onto armor
Category Rune
Eerie symbols cover your armor, inspiring terror in your foes. Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their frightened condition doesn't decrease below 1 that turn.
Type lesser dread; Level 6; Price 225 gp
Type moderate dread; Level 12; Price 1,800 gp
The DC is 29, and the value of affected enemies' frightened condition doesn't decrease below 2.
Type greater dread; Level 18; Price 21,000 gp
The DC is 38, and the value of affected enemies' frightened condition doesn't decrease, no matter the value.
LOTGB, page 14.
Item 1+
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage.
On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls.
Type lesser; Level 1; Price 3 gp
The bomb deals 1d6 mental damage and 1 mental splash damage.
Type moderate; Level 3; Price 10 gp
You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage.
Type greater; Level 11; Price 300 gp
You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage.
Type major; Level 17; Price 3,000 gp
You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage.
Advanced Player’s Guide, page 253.
Item 17
Price 15,000 gp
Usage worn eyepiece; Bulk —
Category Worn Item
When tied over your eyes, this ragged strip of black linen gives you a +3 item bonus to Intimidation checks and darkvision. You can see through the blindfold, but only using darkvision.
The first time a particular creature sees you in a day, it must succeed at a DC 37 Will save or be frightened 1. This is an emotion, fear, and mental effect, and your allies become immune to it after about a week.
Core Rulebook, page 610.
Item 4
Price 100 gp
Usage worn; Bulk L
Activate Interact
Category Worn Item
The faceplate of a dread helm has a fierce visage that magnifies the effects of fear. Cleverly concealed within is a reservoir that can hold a single dread ampoule (Advanced Player's Guide 253), which takes 3 Interact actions to install.
A loaded dread helm can be activated to atomize the dread ampoule, creating a fear-inducing mist that hangs around your face. The mist grants an item bonus to Intimidation checks equal to the dread ampoule's item bonus. The mist also deals mental damage equal to the dread ampoule's splash damage to all creatures within a 5-foot emanation other than you. The effects last for 3 rounds, consuming the dread ampoule, and once the atomization process has begun it can't be deactivated.
Treasure Vault, page 63.
Item 9
Access follower of Trishil
Price 600 gp
Usage held in 2 hands; Bulk 1
Category Held
This black-and-gray thurible is decorated with a skeleton motif; the jaw of one of the decorative skulls unhinges, allowing you to load it with incense as an action. A long, thin chain is connected to the top of the thurible.
Undead creatures can see through the smoke as if it didn't exist. Negative energy also disrupts the magic of the smoke; anyone who uses a negative effect, along with creatures affected by a negative effect, can see through the smoke for 1 round.
LOGM, page 122.
Item 14
Price 900 gp
Ammunition round
Activate command
Category Consumable
The night sky seems contained in this glass projectile.
When an activated dreaming round damages a creature, it induces drowsiness. The creature must attempt a DC 30 Fortitude save.
Critical Success The creature is unaffected and becomes temporarily immune for 1 minute.Success The creature becomes slowed 1 and fatigued for 1 round.Failure The creature becomes fatigued and slowed 1, and must attempt another Fortitude save at the end of each of its turns. If it fails, its slowed condition increases by 1. A successful save reduces the slowed condition by 1. If the slowed condition is removed or reduced to 0, the effect and the fatigued condition end. If the target's actions are reduced to 0 by this effect, it immediately falls into a deep sleep and is unconscious, during which it no longer attempts a save at the end of its turn. It wakes up automatically after 1 hour or if it takes damage, but not due to non-painful stimuli (such as noise or being nudged). When it wakes up, its slowed condition decreases by 1, though it must once again save at the end of each of its turns and might risk falling asleep again.Critical Failure As failure, except the target is initially slowed 2.Guns & Gears, page 169.
Item 9
Price 700 gp
Usage held in 1 hand; Bulk L
Category Held
A dreamstone is a disc-shaped object carved with imagery or words sacred to Vaevad—be it her religious symbol, a short prayer, or merely the shape of a single star. When you carry a dreamstone, you find it easier to fall asleep, and you gain improved effects from the resulting rest. You always fall asleep within 5 minutes of lying down with the intention of sleeping, and you require only 2 hours of sleep per day to gain the benefits of 8 hours of sleep, provided you have carried the dreamstone for at least 24 hours prior to resting. As long as you carry a dreamstone, you gain a +2 item bonus to saving throws against sleep effects.
Age of Ashes #3: Tomorrow Must Burn, page 71.
Item 9
Usage held in 1 hand; Bulk L
Category Held
A dreamstone can become cursed if left exposed to creatures that corrupt sleep, generate nightmares, or otherwise prey on sleeping or dreaming victims via supernatural methods. A cursed dreamstone seems to function as a normal dreamstone until the bearer falls asleep or is forced to attempt a saving throw against a sleep effect. At this point, the person carrying the cursed dreamstone must attempt a DC 26 Will save to resist the curse's effects.
Critical Success The character resists the curse entirely and experiences a vivid dream while sleeping that warms them of the nature of the cursed dreamstone.Success The character resists the curse.Failure As long as the cursed character possesses the stone, they are fatigued whenever they wake from sleep, whether natural or magically induced, and they take a –2 item penalty to all saving throws against sleep effects instead of gaining the normal bonus from a dreamstone.Critical Failure As failure, and whenever the bearer attempts a saving throw against a sleep effect, they get the outcome that is one degree worse than the result of their saving throw.Age of Ashes #3: Tomorrow Must Burn, page 71.
Item 4
Price 13 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
This lemony tea blended from rare Gaidei herbs and flowers is widely circulated by occult circles looking to transcend the boundaries of reality. The saving throw for addiction to dreamtime tea is DC 19.
Saving Throw DC 21 Fortitude; Maximum Duration 30 minutes; Stage 1 stupefied 2 (1 minute); Stage 2 unconscious and can ask a question with the effects of augury except the flat check DC is 10 (10 minutes)
Gamemastery Guide, page 121.
Item 3
Usage curses armor
Category Curse
When you invest this armor, a personal-sized cloud appears over your head and begins to rain on you, and the armor fuses to you. This extinguishes uncovered flames and soaks other objects you are carrying or holding, potentially ruining them. Cold Conditions are one step worse under the cloud, and at the GM's discretion it might cause other problems, such as interfering with sleep.
Gamemastery Guide, page 93.
Item 18
Access follower of Dregedeir
Price 24,000 gp
Usage held in 2 hands; Bulk 2
Category Held
This portable silver anvil has a narrow hoop on one end, through which a long, sturdy chain has been strung.
Dregedeir's Silver Anvil can be wielded as a +3 holy greater flaming greater striking silver meteor hammer.
Outside of combat, the anvil can be used with a hammer as an incredibly effective portable forge, heating up the metal to be forged without a furnace and granting a +3 item bonus to Crafting checks involving metalworking. When you use the anvil to successfully Repair a metal item, the item recovers an additional 10 Hit Points (or an additional 20 on a critical success).
LOGM, page 123.
Item 23
Usage held in 1 hand; Bulk 1
Category Artifact
One dueling pistol in this paired set is etched with flames along its barrel, while the other is etched with icicles. In these separate forms, one gun comprising the Droubraed Pistols functions as a +3 greater striking greater flaming dueling pistol and the other as a +3 greater striking greater frost dueling pistol. When joined, the guns form a double-barreled weapon that functions as a +4 major striking greater flaming greater frost dueling pistol. The combined form has a range increment of 120 feet. In either form, the Droubraed Pistols have the agile, concealable, concussive, and fatal d10 traits. As star guns, the Droubraed Pistols run on magic and don't use ammunition or black powder.
Treasure Vault, page 178.