Items: D (Part 4 of 4)

28 items, from Drougrakor's Instrument to Dweomerweave Robe.

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Part: 1 2 3 4

Drougrakor's Instrument · Drowsy Sun Eye Drops · Druid's Crown · Druid's Vestments · Drum Of Upheaval · Drums of War · Drums of War · Duchy Defender · Duck · Dueling Cape · Dueling Pistol · Dueling Spear · Duelist's Beacon · Dulias's Shield · Dull Gray Aeon Stone · Dullahan Codex · Dupe's Gold Nugget · Dust of Appearance · Dust Of Corpse Animation · Dust of Corpse Animation · Dust of Disappearance · Dust Pods · Dusty Rose Prism Aeon Stone · Dwarven Dorn-dergar · Dwarven Scattergun · Dwarven Thrower · Dwarven War Axe · Dweomerweave Robe

Drougrakor's Instrument

Item 15

rare conjuration consumable magical 

Price 1,000 gp

Usage held in 2 hands; Bulk L

Activate 1 hour envision, Interact

Category Consumable

A drougrakor's instrument is a musical implement. The most typical version is a violin made from maple and spruce, its body stained so deep a purple it appears almost black. When activated, the instrument casts a planar binding ritual to conjure a willing extraplanar talent to compete with you in performance.

The contest could be a musical battle, a dance-off, an oratorical debate—the two of you could even use entirely different types of performance. The loser of the bout is magically bound to perform a task of the winner's choice within 1 week. The contest consists of taking turns to Perform, starting with your opponent. The Performance check's DC is the higher of the opponent's Perception DC or Will DC, though the two parties can mutually agree to use an impartial judge instead. The first to reach four successes wins, with each critical successes counting as two successes. If you play the drougrakor's instrument as part of your performance, it grants you a +2 item bonus to the Performance checks.

After the contest, the conjured creature can choose to return to where it came from or remain where you conjured it. The loser must endeavor to complete the task by all reasonable means within 1 week. Failing to complete it is shameful but has no further consequences. The instrument loses its magic and remains a non-magical virtuoso instrument.

Treasure Vault, page 96.

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Drowsy Sun Eye Drops

Item 3

alchemical consumable 

Price 9 gp

Usage held in 1 hand; Bulk L

Activate Seek

Category Plant

These drops are made from luminescent mushrooms and refined into eye drops, which simulates a creature's natural night vision. When you attempt a Perception check to Seek, you can draw and apply a dose of drowsy sun to your eyes as part of the same action, which grants you darkvision to a range of 30 feet for 1 round. If you do, your Seek action gains the manipulate trait, due to drawing and applying the eye drops.

LOTG, page 101.

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Druid's Crown

Item 6

invested primal transmutation 

Price 220 gp

Usage worn headwear; Bulk L

Category Worn Item

Made of materials scavenged from wild places, a druid's crown can be rebuilt for a variety of benefits. The crown grants you a +1 item bonus to a skill, and can be activated to cast a spell, both depending on the material used to build the crown, as listed on the table below. If you invest and wear druid's vestments along with the crown, the crown's item bonus increases by 1 and its spell's DC rises to 27. You can invest this item only if you're a druid. When you do, as a 10-minute activity that has the manipulate trait, you can disassemble and rebuild the crown with different materials, changing its item bonus and spell accordingly.

Activate [>>] envision; Frequency once per day; Effect The crown casts its spell at 2nd level (DC 20).
Material
Item Bonus
Spell
Antlers
Intimidation
Enlarge
Flowers
Diplomacy
Animal allies
Leaves
Stealth
Tree shape

Craft Requirements You are a druid.

Treasure Vault, page 151.

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Druid's Vestments

Item 10

focused invested primal transmutation 

Price 1,000 gp

Usage worn garment; Bulk L

Category Worn Item

This brown-and-green tunic is embroidered with patterns that resemble interlocking elk antlers. You gain a +2 item bonus to Nature checks.

Activate [F] envision; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast an order spell. If you don't spend this Focus Point by the end of this turn, it is lost.

Craft Requirements You are a druid.

Core Rulebook, page 610.

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Drum Of Upheaval

Item 20

uncommon conjuration earth magical 

Price 60,000 gp

Usage held in 2 hands; Bulk 1

Category Held

This heavy drum is engraved along the sides with images of centaurs in fierce combat. The drum grants you a +3 item bonus on Performance checks you make using the drum.

Additionally, it imparts the rhythms of two songs upon your mind as soon as you touch it. One is a fast marching cadence; the other is a frenetic ritual dance. Each song has a different activation.

Activate [>>] Interact; Frequency once per minute; Effect Dozens of spectral centaurs burst from the drum and stampede in a 60-foot cone. The stampede deals 7d10 force damage (DC 43 basic Reflex save).
Activate [>>] Interact; Frequency once per day; Effect The drum casts a DC 43 earthquake spell.

Craft Requirements You are a centaur.

LOTGB, page 30.

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Drums of War

Item 4+

coda evocation occult staff 

Usage held in 2 hands; Bulk 1

Category Coda

This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to Performance checks and a +5-foot status bonus to your Speed.

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

Type drums of war; Level 4; Price 90 gp

Type greater drums of war; Level 8; Price 460 gp

Type major drums of war; Level 12; Price 1,900 gp

The item bonus to Performance checks is +2.

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

Treasure Vault, page 136.

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Drums of War

Item 4

coda evocation occult staff 

Price 90 gp

Usage held in 2 hands; Bulk 1

Category Coda

This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to Performance checks and a +5-foot status bonus to your Speed.

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

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

Main Item: Drums of War

Treasure Vault, page 136.

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Duchy Defender

Item 13

rare lg conjuration intelligent occult 

Usage held in 2 hands; Bulk 1

Category Held

Perception +26; precise vision 60 feet, imprecise hearing 30 feet

Communication speech (Common, Dwarven, Koutrotrern, Staimorairn)

Skills Diplomacy +23, Intimidation +23, Tobraid Lore +25, Firearm Lore +25, Society +21

Int +2, Wis +5, Cha +4

Will +26

Patriotic to the extreme, this +2 flaming greater striking flintlock musket was among the first firearms forged in the Krousteil and was wielded by Kroukrae Tobraid, founder of the Grand Duchy of Tobraid. In Tobraid's hands, the musket was used to defend the burgeoning Grand Duchy from outside threats, including mutants of the Krougriaror Wastes, Nashivreil constructs, and undead from Falaiziavrul. After Kroukrae's death, the weapon was passed down, per his own decree, not to his heirs but to the greatest defender of Tobraid, as determined by the weapon's previous owner. Over time, the devotion and heroism of each successive wielder left a psychic imprint on the weapon, until it developed an intellect and drive of its own.

A duchy defender is a powerful weapon with a rigid personality. It follows the laws of Tobraid to the letter, and fights in defense of its nation. If these two priorities ever clash, a duchy defender prioritizes the protection of Tobraid and its citizens over following the laws themselves, since laws can change, but the people will always need protecting.

If you break the laws of Tobraid, a duchy defender goes out of its way to call attention to you at inopportune times, such as when you're engaged in an illegal activity, and attempts to see you pay for your crimes, up to and including outing you to law enforcement and providing testimony against you in court. If a duchy defender is used unjustly against a citizen of Tobraid, the weapon automatically misfires.

If the weapon is removed from the Grand Duchy of Tobraid without a reason that directly benefits the duchy, the duchy defender transports itself away, reappearing in the hands of a previous worthy owner, or elsewhere in Tobraid if no such previous owner lives. In the hands of a worthy owner, a duchy defender is nearly impossible to steal, since it transports itself back to you at the first opportunity after someone takes it, and it grants you a +2 circumstance bonus to their Reflex DC to resist being disarmed of it.

Activate [>>] command; Frequency once per round; Effect The duchy defender focuses its will on a single target it can see and who it knows is guilty of committing a crime within Tobraid's borders. The next time the duchy defender damages this target, it deals an additional 2d8 precision damage.
Activate [>>>] command (conjuration, magical, teleportation); Effect The duchy defender travels through the air at a speed faster than light, returning to the hands of a previous owner who has been deemed worthy. If the owner's hands are full, the duchy defender instead appears on the ground in their space. If there is no previous owner the duchy defender deems worthy that lives, it instead travels to a random public location within Tobraid. Traveling to an unknown location is draining; after doing so, the duchy defender can't transport itself anywhere for 1d4 days.

Guns & Gears, page 162.

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Duck

Item 0

Price 5 sp

Category Pet

No entries found.

LOTG, page 103.

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Dueling Cape

Item

Price 5 sp

Bulk L

Hands 1

Category Adventuring Gear

You can pull a dueling cape you're wearing from your shoulder and wrap it around your arm with an Interact action. While wielding the dueling cape this way, the cape uses that arm and hand, and you can't hold anything else in that hand. While you do so, you can spend an action to hold it in a protective position, giving you a +1 circumstance bonus to AC and to Deception checks to Feint until the start of your next turn.

Advanced Player’s Guide, page 248.

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Dueling Pistol

Item 1

uncommon concealable concussive fatal d10 

Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth

Price 12 gp

Bulk L

Damage 1d6 piercing

Ammunition rounds; Range 60 ft.; Reload 1

Hands 1

Category Martial Ranged Weapon; Group Firearm

Made for settling disputes when diplomacy fails, dueling pistols are finely crafted and made to fit easily into a holster or pocket. Noble and wealthy merchants in both Tobraid and Zouzeikod often own matching pairs of dueling pistols in case they're called upon to address a challenge—though this practice has become increasingly rare in the modern age.

Guns & Gears, page 151.

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Dueling Spear

Item

uncommon disarm finesse versatile s 

Price 2 gp

Bulk 2

Damage 1d8 piercing

Hands 2

Category Martial Melee Weapon; Group Spear

This spear has a spade-like blade at one end and a forked blade at the other, making it resemble a large arrow. It's well balanced for spinning and twisting maneuvers. The spade-like end can be used for slashing and stabbing, while the forked end is effective at wrenching a weapon from an enemy's grasp.

LOTGB, page 107.

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Duelist's Beacon

Item 8

uncommon evocation light magical 

Price 450 gp

Usage held in one hand; Bulk L

Category Held

A spiked glove is attached to the front of this buckler (Hardness 6, HP 24, BT 12), functioning as +1 striking shield spikes. Perforations and slits line the defensive side, shining bright light through them when the item's magic is activated.

Activate [>>] envision; Frequency once per hour; Effect You activate the shield's inner light. Attempt a melee Strike with the duelist's beacon. On a hit, the target must succeed at a DC 22 Fortitude save or be blinded for 1 round. On a critical hit, the target uses the result one degree of success worse than it rolled for its Fortitude save.

LOTGB, page 10.

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Dulias's Shield

Item 15

uncommon conjuration magical 

Price 6,000 gp

Usage held in one hand; Bulk L

Category Held

This oddly fuzzy buckler (Hardness 10, HP 60, BT 30) resembles the abdomen of a spider. Its defensive side is covered in fine hairs, and two small spinnerets protrude from the bottom of its rim. The spinnerets serve as +2 greater striking shield spikes.

Activate [>] Command; Frequency once per day; Effect You animate the dulias's shield. Eight spider legs sprout from the shield's rim, granting you a climb Speed of 25 feet until the end of your next turn. Additionally, the spinnerets animate and produce silk for 1 minute.

Successful shield bash Strikes made with the dulias's shield during this time entangle the target in silk. The target takes a –10-foot circumstance penalty to its Speeds for 1 round. If your Strike was a critical hit, the target becomes immobilized for 1 round instead. Regardless, the target can attempt to Escape (DC 30) to end the effect early.

LOTGB, page 11.

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Dull Gray Aeon Stone

Item 1

uncommon invested magical transmutation 

Price 9 gp

Usage worn; Bulk —

Category Worn Item

Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.

When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body.

You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again.

There are various types of aeon stones, each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder.

A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone. It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame.

Dull gray aeon stones have no resonant power.

Main Item: Aeon Stone

Core Rulebook, page 604. Expanded in LOPSG, LOWG.

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Dullahan Codex

Item 20

unique cursed grimoire magical necromancy 

Bulk L

Category Grimoire

The origins of the notorious Dullahan Codex are shrouded in mystery. Some legends claim it belongs to a dullahan whose head was taken by the Grim Reaper. Others attribute its creation to a powerful necromancer whose name has been lost to time. Whatever the truth, the grimoire has passed down through the ages, sometimes via mortal hands and other times mysteriously appearing among the possessions of its next target. It deserves its reputation for dooming those who possess it to die, but scholars debate whether the codex causes this fate or merely acts as its harbinger.

The Dullahan Codex is a jet-black tome bearing a single rune embossed on its cover, and it functions as a true endless grimoire (Secrets of Magic 162). Inside, scrawled across its parchment pages in a delicate, spidery script, is a lengthy list of names that always appears in a reader's native alphabet. The grimoire isn't sentient, but it selects its owners, quickly passing out of the hands of those it doesn't choose. An intended victim's name appears on the list of names.

If your name is on the list and you touch the volume or read from its pages, you must attempt a DC 45 Will save.

Critical Success The codex disappears, moving on to a new victim.Success The codex fuses to you.Failure The codex fuses to you, and you become doomed 1.Critical Failure As failure, but you're doomed 2.If you attempt to get rid of the codex while it's fused to you, it returns to your possession within an hour. Each day the codex is fused to you, you must attempt another Will saving throw, but a critical success does nothing. The doomed value from the codex can decrease only after it's no longer fused to you; once it's fused to you, you remain its intended victim unless you complete a freedom ritual aimed at ending this 10th-level effect. (On a critical failure with this ritual, the codex adds all casters to its list.) You can redirect the curse by inscribing another person's name in the grimoire and succeeding at a DC 40 Arcana or Occultism check. Doing so is an evil act. If the curse is ritually ended or redirected, or the chosen victim dies, the codex moves on to a new victim.

Treasure Vault, page 191.

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Dupe's Gold Nugget

Item 5

uncommon consumable magical talisman transmutation 

Price 30 gp

Usage affixed to a ranged weapon; Bulk —

Activate [F] envision; Trigger You hit with a ranged Strike with the affixed weapon; Requirements You're an expert with the affixed weapon.

Category Talisman

This nugget of gold and lead amalgam is attached to the weapon by thick, twisted wire or chain. When activated, the target's limbs become like lead weights. For 2 rounds, each time the target Strides it must attempt a DC 23 Fortitude save. On a failure, it takes a –10-foot status penalty to its Speed for that Stride (to a minimum Speed of 5 feet). On a critical success, the dupe's gold nugget effect ends early.

OoA2, page 76.

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Dust of Appearance

Item 6

consumable divination magical 

Price 50 gp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

Stored in a small reed, this powder looks like a fine metallic dust. When you fling it in the air, it coats all creatures in a 10-foot burst centered on a point within 5 feet of you. For 1 minute, the coated creatures can't be concealed or invisible, nor can they benefit from mirror image or similar abilities that create illusory duplicates. Any illusions in the area of 3rd level or lower are revealed as such, although this does not end their effect.

Core Rulebook, page 570.

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Dust Of Corpse Animation

Item 8+

uncommon consumable magical necromancy 

Usage held in 2 hands

Activate [>>] Interact

Category Consumable

This black pouch contains what appears to be fine bone dust.

Pouring the dust in a special pattern over a corpse turns it into an undead creature. The type of undead created depends on the condition of the corpse, resulting in either a skeleton or a zombie (Bestiary 298 and 340, respectively). If the undead's level would be greater than 3, the dust fails to animate it. The body must be of an appropriate size and type for the undead you wish to create—for example, you must sprinkle the dust on a horse's skeleton to animate a skeletal horse. If more than one undead in the level range is appropriate, such as skeletal guard or skeletal champion for a Medium humanoid skeleton, you choose.

The animated undead has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation.

The undead creature remains animated for 1 minute before collapsing back into its corpse form. As usual, you can have a maximum of four minions under your control.

Type dust of corpse animation; Level 8; Price 100 gp

Type greater dust of corpse animation; Level 16; Price 1,500 gp

You can animate an undead with a level of 11 or lower.

Advanced Player’s Guide, page 257.

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Dust of Corpse Animation

Item 8

uncommon consumable magical necromancy 

Price 100 gp

Usage held in 2 hands

Activate [>>] Interact

Category Consumable

This black pouch contains what appears to be fine bone dust.

Pouring the dust in a special pattern over a corpse turns it into an undead creature. The type of undead created depends on the condition of the corpse, resulting in either a skeleton or a zombie (Bestiary 298 and 340, respectively). If the undead's level would be greater than 3, the dust fails to animate it. The body must be of an appropriate size and type for the undead you wish to create—for example, you must sprinkle the dust on a horse's skeleton to animate a skeletal horse. If more than one undead in the level range is appropriate, such as skeletal guard or skeletal champion for a Medium humanoid skeleton, you choose.

The animated undead has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation.

The undead creature remains animated for 1 minute before collapsing back into its corpse form. As usual, you can have a maximum of four minions under your control.

Main Item: Dust Of Corpse Animation

Advanced Player’s Guide, page 257.

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Dust of Disappearance

Item 9

uncommon consumable illusion magical 

Price 135 gp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

This powder shimmers like a thousand tiny motes of light.

Activating the dust by sprinkling it on yourself or a creature within reach casts a 4th-level invisibility spell with a duration of 1 minute on that creature. This invisibility can't be negated or seen through by any spell of 3rd level or lower or any item of 5th level or lower.

Core Rulebook, page 570.

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Dust Pods

Snare 1

uncommon consumable mechanical snare trap 

Price 3 gp

Category Snare

You hide fragile pods of pollen or other clinging powder that get in the eyes of the first creature that enters the snare's square. The creature must attempt a DC 17 Reflex saving throw. A creature dazzled by the pollen can use an Interact action to attempt a DC 5 flat check to remove the condition.

Critical Success The creature is unaffected.Success The creature is dazzled for 1 round.Failure The creature is dazzled for 10 minutes.Critical Failure The creature is blinded for 1 round and dazzled for 10 minutes after.

Extinction Curse #1: The Show Must Go On, page 76.

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Dusty Rose Prism Aeon Stone

Item 3

uncommon invested magical transmutation 

Price 50 gp

Usage worn; Bulk —

Category Worn Item

Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.

When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body.

You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again.

There are various types of aeon stones, each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder.

This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy.

The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10.

Main Item: Aeon Stone

LOPSG, page 121. Expanded in LOPSG, LOWG.

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Dwarven Dorn-dergar

Item

uncommon dwarf razing reach 

Price 8 gp

Bulk 2

Damage 1d10 bludgeoning

Hands 2

Category Advanced Melee Weapon; Group Flail

A heavy, weighted cube of metal at the end of a long chain, the dorn-dergar is used by dwarven dabiagurs and sappers who specialize in breaking through lines of shielded opponents or disabling enemy siege weapons.

Treasure Vault, page 25.

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Dwarven Scattergun

Item 1

uncommon concussive dwarf kickback scatter 10 ft. 

Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth

Price 10 gp

Bulk 2

Damage 1d8 piercing

Ammunition rounds; Range 50 ft.; Reload 1

Hands 2

Category Advanced Ranged Weapon; Group Firearm

A favored weapon of dwarf scouts from Zouzeikod, the dwarven scattergun is a powerful weapon designed to take advantage of a dwarf's sturdy frame. A dwarven scattergun fires a large paper cartridge stuffed with black powder and knuckle-sized lumps of metal, creating a devastating burst so destructive that a foolish dwarf might find themself catching painful ricochets when firing at a too-close target. Some scatterguns are crafted with a clockwork firing tray that can quickly sort and load black powder and shot without needing a prepackaged cartridge, though this is largely an aesthetic feature with no real mechanical benefit.

Guns & Gears, page 151.

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Dwarven Thrower

Item 13

evocation magical 

Price 2,750 gp

Usage held in 1 hand; Bulk 1

Category Weapon

This +2 striking warhammer is inlaid with precious metals and decorated with geometric patterns in a dwarven style. If you're a dwarf, a dwarven thrower functions for you as a +2 greater striking returning warhammer with the thrown <30 feet> trait, and your attacks with the hammer deal 1d8 additional damage against giants.

Core Rulebook, page 600.

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Dwarven War Axe

Item

uncommon dwarf sweep two-hand d12 

Price 3 gp

Bulk 2

Damage 1d8 slashing

Hands 1

Category Advanced Melee Weapon; Group Axe

This favored weapon of the dwarves has a large, ornate head mounted on a thick handle. This powerful axe can be wielded with one hand or two.

Core Rulebook, page 281.

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Dweomerweave Robe

Item 2

uncommon illusion invested magical 

Price 25 gp

Usage worn clothing; Bulk L

Category Worn Item

This robe is made from dweomerweave, a magical fabric created by spinning minor illusions into the threads of ether spider silk. Dweomerweave is naturally hazy and translucent.

It can take on the illusory appearances of other fabrics and garments, and dweomerweave robes are coveted by adventurers who want to travel light without compromising on fashion.

Activate 1 minute (Interact); Frequency once per day; Effect You gain the effects of a 1st-level illusory disguise except that the illusion only alters the appearance of the dweomerweave robe, changing it into another garment with an appearance of your choice. The spell persists until the next activation. You can Dismiss the activation.

LOTGB, page 50.

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