Items: D (Part 3 of 4)

60 items, from Dog-Bone Knife to Droubraed Pistols.

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Part: 1 2 3 4

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

Dog-Bone Knife

Item 5

uncommon abjuration magical 

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.

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Dogslicer

Item

uncommon agile backstabber finesse goblin 

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.

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Doll

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.

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Doll

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: Doll

LOTGB, page 58.

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Donchak

Item

uncommon hampering reach tethered thrown 20 ft. 

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.

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Door Ram

Item 2

uncommon small portable 

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.

Ram [>>] Requirements The other member of the crew has Readied to Stride on your order; Effect You and the other crew member Stride, with a maximum distance equal to the slowest crew member's Speed, then make a melee Strike with the ram against a structure or an unattended, stationary object. The damage of this Strike is 2d8 + the highest Strength modifier among members of the crew.

Guns & Gears, page 75.

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Dose or Round of Black Powder

Item 0

uncommon alchemical consumable 

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 Powder

Guns & Gears, page 169.

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Dosend's Lethargy

Item 2

uncommon alchemical consumable contact poison 

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.

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Dosend's Lethargy

Item 2

uncommon alchemical consumable contact poison 

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.

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Double Ronas's Brew

Item 13

conjuration consumable magical poison potion 

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 Brew

Treasure Vault, page 88.

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Double-barreled Musket

Item 1

uncommon concussive double barrel fatal d10 

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.

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Double-barreled Pistol

Item

uncommon concussive double barrel fatal d8 

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.

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Doubling Rings

Item 3+

evocation invested magical 

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.

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Doubling Rings

Item 3

evocation invested magical 

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 Rings

Core Rulebook, page 609.

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Draconic Toxin Bottle

Item 7

rare air conjuration consumable cursed magical 

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.

Activate [>] Interact; Effect You drink from the bottle and must succeed at a DC 25 Fortitude saving throw or become sickened 1 (sickened 2 on a critical failure) and immediately vomit the potion directly onto yourself, taking damage as though you had failed a save against a standard dragon's breath potion (Core Rulebook 562). If you succeed at your Fortitude save, you become sickened 1 but otherwise are able to unleash a breath weapon as normal for a dragon's breath potion of the appropriate type.

Treasure Vault, page 191.

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Draft of Stellar Radiance

Item 3

rare consumable evocation light magical potion 

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.

Gatewalkers #1: The Seventh Arch.

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Dragon Bile

Item 15

alchemical consumable contact poison 

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.

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Dragon Handwraps

Item 20

apex invested magical transmutation 

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.

Activate [>>] Interact; Frequency once per day; Effect You slap the bottom of your palms with hands splayed outward, casting a 7th-level burning hands spell (DC 41).
Activate [F] envision; Frequency once per hour; Trigger You succeed or critically succeed with a Grapple; Effect You gain a +2 status bonus to your Athletics DC against any checks made to Escape your grapple until the end of your next turn.

Treasure Vault, page 103.

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Dragon Mouth Pistol

Item

uncommon concussive scatter 5 ft. 

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.

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Dragon Rune Bracelet

Item 11

uncommon enchantment focused invested magical 

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.

Activate [F] envision; Frequency once per day; Requirements You can cast bloodline spells from the draconic bloodline, such as from the sorcerer class or sorcerer multiclass archetype; Effect You regain 1 Focus Point, which you can spend only to cast a sorcerer bloodline spell. If you don't spend this Focus Point by the end of your turn, it is lost.

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

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Dragon Rune Bracelet

Item 11

enchantment focused invested magical 

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.

Activate [F] envision; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a sorcerer draconic bloodline spell. If not used by the end of your turn, this Focus Point is lost.

Craft Requirements You are a sorcerer of a draconic bloodline.

Treasure Vault, page 148.

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Dragon Throat Scale

Item 7

catalyst consumable magical 

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.

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Dragon Turtle Plate

Item 9

abjuration invested magical 

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.

Activate [R] Interact; Trigger A creature adjacent to you targets you with a melee attack; Effect You roll the hefty plates of the dragon turtle armor toward the attacker to gain a +1 circumstance bonus to AC against the triggering attack.

Craft Requirements The initial raw materials must include the shell of a dragon turtle (Bestiary 128).

Treasure Vault, page 15.

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Dragon Turtle Scale

Item 4

consumable magical talisman transmutation 

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.

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Dragon's Blood Pudding

Item 2+

uncommon alchemical consumable 

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.

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Dragon's Breath

Rune 4+

uncommon magical transmutation 

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.

Activate [F] envision (metamagic); Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat (Core Rulebook 210). The rune can only affect spells of a specific level or lower, determined by the type of rune.

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.

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Dragon's Breath Potion

Item 7+

consumable evocation magical potion 

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.

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Dragon's Crest

Item 1

uncommon adjustment 

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.

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Dragon's Eye Charm

Item 7

uncommon divination magical 

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.

Activate [>] Interact; Frequency once per day; Effect The dragon's eye charm manifests fire for you to wield against your foe. You cast a 5th-level produce flame spell with a spell attack roll of +13.
Activate [>] Interact; Frequency once per day; Effect The charm's pupil becomes plainly visible. You can look through the charm to gain darkvision for as long as you Sustain the Activation, to a maximum of 10 minutes.
Activate [>] Interact; Frequency once per day; Effect The dragon's eye charm shrouds you in a faintly glowing layer of golden energy. You gain fire resistance 5 for 10 minutes.
Activate [>] Interact; Frequency once per day; Effect You can speak and understand Draconic as long as you Sustain the Activation, to a maximum of 10 minutes.

Age of Ashes #2: Cult of Cinders, page 71.

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Dragonbone Arrowhead

Item 4

consumable evocation magical talisman 

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.

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Dragonclaw Scutcheon

Item 16

abjuration consumable magical talisman 

Price 1,600 gp

Usage affixed to a shield; Bulk —

Activate [F] 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.

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Dragonfly Fulu

Item 7

consumable fulu magical talisman transmutation 

Price 60 gp

Usage affixed to armor; Bulk —

Activate [F] 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.

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Dragonfly Potion

Item 12

uncommon consumable magical morph potion transmutation 

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.

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Dragonhide

Material 8+

uncommon precious 

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).

Dragon Type
Resistance
Black or copper
Acid
Blue or bronze
Electricity
Brass, gold, or red
Fire
Green
Poison
Silver or white
Cold
Dragonhide Items
Hardness
HP
BT
Thin Items
Standard-grade
4
16
8
High-grade
8
32
16
Items
Standard-grade
7
28
14
High-grade
11
44
22

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.

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Dragonhide Armor

Item 12+

uncommon 

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.

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Dragonhide Shield

Item 8+

uncommon 

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.

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Dragonplate

Item 16

uncommon evocation invested magical 

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.

Activate [>>] Interact; Frequency once per day; Effect You unleash a bout of dragon breath with a shape, damage type, and saving throw corresponding to the type of dragon used to make the armor (shown on the table below). The breath weapon deals 14d6 damage; each creature in the area must attempt a DC 36 basic saving throw.

Core Rulebook, page 557.

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Dragonscale Amulet

Item 15

rare enchantment invested magical 

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.

Activate [>>] command; Frequency once per day; Effect You exude an aura that terrifies all foes in a 60-foot radius, as the frightful presence ability with a DC 34 Will save.

Age of Ashes #4: Fires of the Haunted City, page 73.

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Dragonscale Cameo

Item 12

consumable magical morph talisman transmutation 

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.

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Dragonscale Staff

Item 14+

magical staff transmutation 

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.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

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.

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Dragonscale Staff

Item 14

magical staff transmutation 

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.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Dragonscale Staff

Treasure Vault, page 132.

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Dragonscale Staff

Item 6

abjuration magical 

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.

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Dragonslayer's Shield

Item 9

uncommon abjuration magical 

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.

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Dragontooth Club

Item 12

evocation magical 

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).

Activate [>>] Interact (evocation, magical); Frequency once per minute; Effect You swing the leiomano, sending several of the dragon teeth shooting through the air on jets of energy. The dragon teeth deal 3d6 piercing damage and 3d6 damage of the energy type corresponding to the weapon in a 15-foot cone (DC 29 basic Reflex save). The teeth hunt down their targets, correcting their flight in midair, which reduces any circumstance bonus from cover by 2.

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.

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Dragontooth Trophy

Item 14

consumable evocation magical talisman 

Price 800 gp

Usage affixed to a weapon; Bulk —

Activate [F] 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.

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Drake Rifle

Item 4

uncommon evocation magical 

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.

Activate [>>>] Interact (evocation, magical); Frequency once per day; Effect You fire a large, specialized burst designed to hamper your foes. Make a ranged Strike with the drake rifle. As long as the Strike isn't a critical failure, the drake rifle deals 1 splash damage per weapon damage die to the target and creatures within 5 feet of the target. This splash damage is of the same type as its normal damage.

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.

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Drakeheart Mutagen

Item 1+

alchemical consumable elixir mutagen polymorph 

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.

Final Surge [>] You Stride twice. The drakeheart mutagen's duration ends.

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.

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Draxie's Recipe Book

Item 4

grimoire magical transmutation 

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.

Activate [F] envision; Frequency once per day; Effect If your next action is to cast a glitterdust spell, all creatures within the spell's area who don't critically succeed at their save are covered with a spicy red powder. Any attempt to grab or grapple a creature affected in this way, or to swallow such a creature whole, gains a +1 circumstance bonus to the attempt, or a +2 circumstance bonus if the attempt is made using a jaws or similar mouth-based attack, due to the target's extra deliciousness and savory smell. An affected creature can remove the powder by thoroughly cleaning themselves (a process that typically takes about 10 minutes) or by completely immersing themselves in water.

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.

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Dread

Rune 6+

uncommon emotion enchantment fear magical mental visual 

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.

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Dread Ampoule

Item 1+

alchemical bomb consumable emotion fear mental poison splash 

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.

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Dread Blindfold

Item 17

emotion enchantment fear invested magical mental 

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.

Activate [F] command; Frequency once per minute; Trigger You damage a creature with a Strike; Effect Your target is gripped by intense fear. This has the effect of a DC 37 phantasmal killer spell, but it is an enchantment instead of an illusion. The creature is then temporarily immune for 24 hours.

Core Rulebook, page 610.

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Dread Helm

Item 4

alchemical aura emotion fear mental 

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.

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Dreadsmoke Thurible

Item 9

uncommon magical necromancy 

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.

Activate [>>] Interact; Effect You swing the thurible around you, spreading inky black smoke in a 20-foot emanation that has the effect of obscuring mist.

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.

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Dreaming Round

Item 14

uncommon consumable enchantment incapacitation magical mental sleep 

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.

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Dreamstone

Item 9

uncommon enchantment magical 

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.

Activate [>] Interact (metamagic); Frequency once per day; Effect If the next action you use is to Cast a Spell of 4th level or lower that has the sleep trait or is associated with dreams, the spell slot is not expended.

Age of Ashes #3: Tomorrow Must Burn, page 71.

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Dreamstone, Cursed

Item 9

rare cursed enchantment magical 

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.

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Dreamtime Tea

Item 4

alchemical consumable drug ingested poison 

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.

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Dreary

Item 3

rare conjuration cursed magical 

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.

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Dregedeir's Silver Anvil

Item 18

uncommon divine magical transmutation 

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.

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Droubraed Pistols

Item 23

unique artifact evocation magical 

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.

Activate [>] Interact; Effect You switch the Droubraed Pistols from one form to the other. Attempt a Deception check to Feint with a +4 circumstance bonus.
Activate [>] Interact; Frequency once per round; Effect Make two Strikes against one target, taking the highest of the two attack rolls and applying it to both attacks. Your multiple attack penalty increases only after these Strikes. Destruction If Deft Onki's name and deeds ever fade from mortal memory entirely, the Droubraed Pistols can be destroyed like a normal object.

Treasure Vault, page 178.

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