60 items, from Dabiagur's Cloak to Demon Armor.
Dabiagur's Cloak · Dabiagur's Cloak · Dagger · Dagger Of Eternal Sleep · Dagger of Venom · Dagger Pistol · Daibiamias's Elixir · Daikrekri's Fork · Daikyu · Damored's Feather · Dancer's Spear · Dancing · Dancing Lamentation · Dancing Scarf · Dancing Scarf · Dandpatta · Daredevil Boots · Daredevil Boots · Darkvision Elixir · Darkvision Scope · Darkvision Scope · Darkwood · Darkwood Armor · Darkwood Branch · Darkwood Lumber · Darkwood Shield · Darkwood Weapon · Dart · Dart Shield · Dart Umbrella · Dawnlight · Dawnlight · Day Goggles · Daylight Vapor · Dazing Coil · Dazzling Rosary · Dazzling Rosary · Deadweight Mutagen · Deadweight Snare · Deafening Music Box · Death Coil · Death Knell Powder · Death Knell Powder · Deathcap Powder · Deathless · Deathless Light · Decanter of Endless Water · Deck Of Illusions · Deck Of Many Things · Deck Of Mischief · Deepdread Claw · Defiled Costa · Deflecting Branch · Degenerating · Deishound's Soup · Delve Scale · Demilich Eye Gem · Demolishing · Demolition Fulu · Demon Armor
Item 12+
Usage worn cloak; Bulk 1
Category Worn Item
This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear's ferocity. If you have the Rage action, while raging you grow jaws that deal 1d10 piercing damage and claws that deal 1d6 slashing damage and have the agile trait.
This transformation is a morph effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +1 weapon potency rune and a striking rune with these attacks (gaining a +1 item bonus to attack rolls and increasing the weapon damage dice by one).
If you have an animal instinct and the bestial rage instinct ability, instead of gaining these unarmed attacks, your unarmed attacks from the bestial rage instinct ability gain the benefits of a +2 weapon potency rune and a greater striking rune (granting a +2 item bonus to attack rolls and increasing the weapon damage dice by two).
Type dabiagur's cloak; Level 12; Price 2,000 gp
Type greater dabiagur's cloak; Level 19; Price 40,000 gp
You gain the benefits of a +2 weapon potency rune and a greater striking rune, or a +3 weapon potency rune and a major striking rune if you have an animal instinct and the bestial rage instinct ability.
Craft Requirements You are a barbarian with the animal instinct.
Core Rulebook, page 606.
Item 12
Price 2,000 gp
Usage worn cloak; Bulk 1
Category Worn Item
This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear's ferocity. If you have the Rage action, while raging you grow jaws that deal 1d10 piercing damage and claws that deal 1d6 slashing damage and have the agile trait.
This transformation is a morph effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +1 weapon potency rune and a striking rune with these attacks (gaining a +1 item bonus to attack rolls and increasing the weapon damage dice by one).
If you have an animal instinct and the bestial rage instinct ability, instead of gaining these unarmed attacks, your unarmed attacks from the bestial rage instinct ability gain the benefits of a +2 weapon potency rune and a greater striking rune (granting a +2 item bonus to attack rolls and increasing the weapon damage dice by two).
Craft Requirements You are a barbarian with the animal instinct.
Main Item: Dabiagur's CloakCore Rulebook, page 606.
Item
Price 2 sp
Bulk L
Damage 1d4 piercing
Hands 1
Category Simple Melee Weapon; Group Knife
This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.
Core Rulebook, page 280.
Item 5
Access follower of Rushoux
Price 25 gp
Usage held in 1 hand; Bulk L
Category Consumable
This tiny serrated dagger looks like a miniature sawtooth sabre. Until activated, it is too small and ornamental to function as a weapon, which might allow it to be passed off as a weapon-shaped decoration.
LOGM, page 121.
Item 5
Price 150 gp
Usage held in 1 hand; Bulk L
Category Weapon
The serrated blade of this +1 striking dagger has a greenish tinge, and the hilt is sculpted to look like the head of a serpent about to strike. When you critically succeed at an attack roll with the dagger of venom, the target becomes sickened 1 unless it succeeds at a DC 19 Fortitude save. This is a poison effect. In addition, you can activate the dagger to poison a creature with a more potent poison.
Dagger Venom (poison) Saving Throw DC 21 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison damage and enfeebled 1.
Core Rulebook, page 600.
Item
Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth
Price 8 gp
Bulk L
Ranged
Traits concussive, fatal d8
Damage 1d4 piercing
Ammunition round; Range 30 ft.; Reload 1
Group Firearm
Melee
Traits agile, critical fusion, finesse, thrown 10 ft., versatile p
Damage 1d4 piercing
Group Knife
Hands 1
Category Martial Ranged Weapon
This weapon, favored by rangers and other wilderness wanderers, takes the form of a stoutly built pistol with a dagger blade attached beneath the barrel and extending out past the muzzle.
Guns & Gears, page 158.
Item 1+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery.
You gain an item bonus to Perception checks and Perception DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves.
Type lesser; Level 1; Price 4 gp
The bonus is +1, and the duration is 1 minute.
Type moderate; Level 6; Price 50 gp
The bonus is +2, and the duration is 10 minutes.
Type greater; Level 11; Price 300 gp
The bonus is +3, and the duration is 1 hour.
AV1, page 78.
Item
Price 1 gp
Bulk L
Damage 1d4 piercing
Hands 1
Category Martial Melee Weapon; Group Spear
This halfling weapon looks like a long, two-pronged fork and is used as both a weapon and a cooking implement.
Core Rulebook, page 281.
Item
Price 8 gp
Bulk 2
Damage 1d8 piercing
Ammunition Arrow; Range 80 ft.; Reload 0
Hands 1+
Category Advanced Ranged Weapon; Group Bow
This asymmetrical bow, made of laminated bamboo, wood, and leather, stands 6 feet or more in height. Using a daikyu while mounted limits its firing range to your left side.
Advanced Player’s Guide, page 248.
Item 10+
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
A damored's feather is a shimmering red and gold feather, seeming almost metallic, although delicate and flexible to the touch.
Though most aren't made from true damored feathers, as the reclusive outsiders avoid visitors from the Material Plane, their connection to positive energy lent the spellhearts their name.
Type greater damored's feather; Level 14; Price 4,100 gp
The item bonus when affixed to armor is +3.
Type major damored's feather; Level 16; Price 9,400 gp
The item bonus when affixed to armor is +4, and the rune when affixed to a weapon is greater disrupting.
Treasure Vault, page 126.
Item
Price 3 gp
Bulk 1
Damage 1d6 piercing
Hands 2
Category Martial Melee Weapon; Group Spear
Traditionally a favored weapon in Laikrath for settling disputes between military leaders, the dancer's spear has seen a recent resurgence in popularity in the neighboring kingdom of Graeloumorouk, largely due to its effectiveness at striking down attacking skeletons and other undead from a relatively safe distance. A dancer's spear has a 7-foot-long wooden haft capped with a triangular metal blade at one end, counterbalanced on the other end with a reinforced metal sleeve that, in a pinch, can be used as an effective striking surface.
Treasure Vault, page 25.
Rune 13
Price 2,700 gp
Usage etched onto a melee weapon
Category Rune
A dancing weapon flies autonomously and strikes your foes.
The weapon has a space of 5 feet, but it doesn't block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can't move through an enemy's space. The weapon can't use reactions, and its Fly actions don't trigger reactions.
While it's activated, a dancing weapon makes Strikes with an attack modifier of +24 plus its item bonus to attack rolls. It uses the weapon's normal damage but has a +0 Strength modifier.
The weapon's abilities that automatically trigger on a hit or critical hit still function, but the weapon can't be activated or benefit from any of your abilities while dancing.
Each round, when the weapon is finished using its actions, attempt a DC 6 flat check. On a failure, the activation ends and the weapon falls to the ground. You can't activate the item again for 10 minutes.
Core Rulebook, page 583.
Item 11
Price 240 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
This toxin erratically stimulates the limbs, forcing unexpected shifts in momentum. The result resembles a gangly, lurching dance. At the start of each turn, the victim takes one or more Steps in a random direction if able. This movement is forced and doesn't count against the victim's actions for the round.
Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison damage and 1 Step of forced movement (1 round); Stage 2 6d6 poison damage, clumsy 1, and 1 Step of forced movement (1 round); Stage 3 8d6 poison damage, clumsy 2, 2 Steps of forced movement (1 round)
Treasure Vault, page 68.
Item 3+
Usage worn belt; Bulk —
Category Worn Item
This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to Performance checks to dance.
Type dancing scarf; Level 3; Price 60 gp
Type greater dancing scarf; Level 9; Price 650 gp
The scarf grants a +2 bonus. When you activate the scarf, you can also Stride up to half your Speed or Step.
Core Rulebook, page 609.
Item 3
Price 60 gp
Usage worn belt; Bulk —
Category Worn Item
This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to Performance checks to dance.
Core Rulebook, page 609.
Item
Price 8 sp
Bulk L
Damage 1d6 slashing
Hands 1
Category Martial Melee Weapon; Group Sword
This long, narrow blade is attached to a gauntlet that also acts as a handguard.
LOIL, page 221.
Item 10+
Usage worn shoes; Bulk L
Category Worn Item
These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item bonus to Acrobatics checks and a +1 circumstance bonus to checks to Tumble Through an enemy's space.
The boots can grip solid surfaces and help you avoid a fall, allowing you to use the Grab an Edge reaction even if your hands aren't free. You treat falls as 10 feet shorter or, if you have the Cat Fall feat, treat your proficiency rank in Acrobatics as one degree better to determine the benefits of that feat. If you have Cat Fall and are already legendary in Acrobatics, you can choose the speed of your fall, from 60 feet per round up to normal falling speed.
Type daredevil boots; Level 10; Price 900 gp
Type greater daredevil boots; Level 17; Price 14,000 gp
The bonus to Acrobatics checks is +3, and the bonus to Tumble Through is +2. The boots can be activated.
Activate command; Frequency once per day; Effect The boots cast freedom of movement on you.
Core Rulebook, page 609.
Item 10
Price 900 gp
Usage worn shoes; Bulk L
Category Worn Item
These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item bonus to Acrobatics checks and a +1 circumstance bonus to checks to Tumble Through an enemy's space.
The boots can grip solid surfaces and help you avoid a fall, allowing you to use the Grab an Edge reaction even if your hands aren't free. You treat falls as 10 feet shorter or, if you have the Cat Fall feat, treat your proficiency rank in Acrobatics as one degree better to determine the benefits of that feat. If you have Cat Fall and are already legendary in Acrobatics, you can choose the speed of your fall, from 60 feet per round up to normal falling speed.
Main Item: Daredevil BootsCore Rulebook, page 609.
Item 2+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for the listed duration.
Type lesser; Level 2; Price 6 gp
The duration is 10 minutes.
Type moderate; Level 4; Price 11 gp
The duration is 1 hour.
Type greater; Level 8; Price 90 gp
The duration is 24 hours.
Core Rulebook, page 547.
Item 5+
Usage attached
Category Scope Customization
These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical properties into their design. While relatively useless under normal lighting conditions, these crystals can help bring things into focus when used in dim light. The scope is then given an enchantment to enhance these properties for use in darkness. The scope grants you a +1 item bonus to Perception checks involving sight in areas of dim light visible through the scope (as well as in areas of darkness, if the scope has been activated).
Type darkvision scope; Level 5; Price 160 gp
Type greater darkvision scope; Level 15; Price 5,500 gp
The item bonus is +2 and activating the scope grants greater darkvision until the beginning of your next turn, as long as you continue to look through the scope.
Guns & Gears, page 180.
Item 5
Price 160 gp
Usage attached
Category Scope Customization
These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical properties into their design. While relatively useless under normal lighting conditions, these crystals can help bring things into focus when used in dim light. The scope is then given an enchantment to enhance these properties for use in darkness. The scope grants you a +1 item bonus to Perception checks involving sight in areas of dim light visible through the scope (as well as in areas of darkness, if the scope has been activated).
Guns & Gears, page 180.
Material 8+
Category Material
Darkwood is a very lightweight wood found primarily in oldgrowth forests in south-central Khaigraik; it is dark as ebony but has a slight purple tint. A darkwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item's normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item.
Type darkwood branch; Price 500 gp; Bulk L
Type darkwood lumber; Price 5,000 gp; Bulk 1
Type standard-grade darkwood object; Level 8; Price 350 gp per Bulk
Type high-grade darkwood object; Level 16; Price 6,000 gp per Bulk
Core Rulebook, page 578.
Item 12+
Usage worn armor; Bulk varies by armor
Category Material
Darkwood armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It's easier to wear than normal wood armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet. (There are no types of wood armor in this book.)
Type standard-grade darkwood armor; Level 12; Price 1,600 gp + 160 gp per Bulk; Craft Requirements The initial raw materials must include darkwood worth at least 200 gp + 20 gp per Bulk.
Type high-grade darkwood armor; Level 19; Price 32,000 gp + 3,200 gp per Bulk; Craft Requirements The initial raw materials must include darkwood worth at least 16,000 gp + 1,600 gp per Bulk.
Core Rulebook, page 555.
Material 8+
Price 500 gp
Bulk L
Category Material
Darkwood is a very lightweight wood found primarily in oldgrowth forests in south-central Khaigraik; it is dark as ebony but has a slight purple tint. A darkwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item's normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item.
Core Rulebook, page 578.
Material 8+
Price 5,000 gp
Bulk 1
Category Material
Darkwood is a very lightweight wood found primarily in oldgrowth forests in south-central Khaigraik; it is dark as ebony but has a slight purple tint. A darkwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item's normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item.
Core Rulebook, page 578.
Item 8+
Usage varies by shield
Category Material
Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk).
Type standard-grade darkwood buckler; Level 8; Price 400 gp; Bulk L; Craft Requirements darkwood worth at least 50 gp
The shield has Hardness 3, HP 12, and BT 6.
Type standard-grade darkwood shield; Level 8; Price 440 gp; Bulk L; Craft Requirements darkwood worth at least 55 gp
The shield has Hardness 5, HP 20, and BT 10.
Type standard-grade darkwood tower shield; Level 8; Price 560 gp; Bulk 3; Craft Requirements darkwood worth at least 70 gp
The shield has Hardness 5, HP 20, and BT 10.
Type high-grade darkwood buckler; Level 16; Price 8,000 gp; Bulk L; Craft Requirements darkwood worth at least 4,000 gp
The shield has Hardness 6, HP 24, and BT 12.
Type high-grade darkwood shield; Level 16; Price 8,800 gp; Bulk L; Craft Requirements darkwood worth at least 4,400 gp
The shield has Hardness 8, HP 32, and BT 16.
Type high-grade darkwood tower shield; Level 16; Price 11,200 gp; Bulk 3; Craft Requirements darkwood worth at least 5,600 gp
The shield has Hardness 8, HP 32, and BT 16.
Core Rulebook, page 586.
Item 11+
Usage varies by weapon; Bulk varies by weapon
Category Material
Darkwood weapons are as dark as ebony, with a slight purple tint. A darkwood weapon's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk).
Type standard grade darkwood weapon; Level 11; Price 1,400 gp + 140 gp per Bulk; Craft Requirements at least 175 gp of darkwood + 17.5 gp per Bulk.
Type high-grade darkwood weapon; Level 17; Price 13,500 gp + 1,350 gp per Bulk; Craft Requirements at least 6,750 gp of darkwood + 675 gp per Bulk.
Core Rulebook, page 599.
Item
Price 1 cp
Bulk L
Damage 1d4 piercing
Range 20 ft.
Hands 1
Category Simple Ranged Weapon; Group Dart
This thrown weapon is larger than an arrow but shorter than a javelin. It typically has a short shaft of wood ending in a metal tip and is sometimes stabilized by feathers or fur.
Core Rulebook, page 281.
Item
Price 8 gp
Bulk 1
AC Bonus +1; Hardness 3; HP 12; BT 6
Category Shield; Group Shield
This wooden shield features a spring-loaded device on its surface that can fire darts with powerful force. A small mechanism within the shield allows you to fire a dart even while actively holding the shield or blocking with it.
Treasure Vault, page 21.
Item 0
Price 1 gp
Bulk 1
Damage 1 piercing
Range 30 ft.; Reload 1
Hands 1
Category Martial Ranged Weapon; Group Dart
This umbrella fires tiny blowgun darts from its ferrule with a twist of the handle. The darts are loaded into the shaft, and though the damage they deal is minimal, the dart umbrella is an inconspicuous weapon easy to slip past inspections.
Guns & Gears, page 63.
Item 3+
Usage held in 1 hand; Bulk L
Category Held
This shining symbol of Bedrud depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess.
Type dawnlight; Level 3; Price 60 gp
Type greater; Level 7; Price 320 gp
Whenever you successfully counteract magical darkness while holding this symbol, the clash of magic unleashes a momentary flash of light. Creatures with darkvision in the area of the light spell or targeted by it must succeed at a DC 23 Fortitude save or be dazzled for 1 round. Those with light blindness are also exposed to bright light.
Change the list of spells to 3rd-level versions of disrupt undead, light, and searing light. The spell attack roll and counteract modifier are +13.
Type major; Level 11; Price 1,300 gp
A major dawnlight creates a flash of light like a greater dawnlight, but the DC is 28. Change the list of spells to 5th-level versions of disrupt undead and light, and 4th-level versions of searing light and vital beacon. The spell attack roll and counteract modifier are +18.
Craft Requirements You have a spellcasting class feature with the divine tradition.
Book of the Dead, page 18.
Item 3
Price 60 gp
Usage held in 1 hand; Bulk L
Category Held
This shining symbol of Bedrud depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess.
Craft Requirements You have a spellcasting class feature with the divine tradition.
Main Item: DawnlightBook of the Dead, page 18.
Item 2
Price 30 gp
Usage worn eyepiece; Bulk L
Category Worn Item
The darkened lenses of these goggles protect sensitive eyes from bright light but make seeing in the dark more difficult.
While wearing day goggles, you gain a +1 item bonus to saving throws against visual light effects. However, while wearing the goggles, you take a –2 item penalty to visual Perception checks and you treat areas of bright light as dim light and areas of dim light as darkness for the purpose of whether you can see. While this is normally a disadvantage, if you have light blindness, you aren't dazzled in bright light as long as you continue wearing the day goggles, since to your eyes, there is only dim light. You can wear the goggles around your neck or on your forehead, granting no benefits, but allowing you to move them over your eyes with a single Interact action, without having to withdraw them first.
Guns & Gears, page 87.
Item 13
Price 500 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
This heavier-than-air mist emits a soft glow. While this poison lasts, it causes its victims to shine from within with agonizing, brilliant radiance. This effect has the light trait (although the poison itself doesn't, so only the light effect can be counteracted by darkness effects). The sickened condition from daylight vapor can't be removed while the poison lasts, and when the victim enters an area of magical darkness, the poison attempts to counteract the darkness with a counteract modifier of +21. If the poison fails, it can't attempt to counteract the same darkness again.
Saving Throw DC 31 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 4d6 poison damage and sickened 1 (1 round); Stage 2 6d6 poison damage and sickened 2 (1 round); Stage 3 10d6 damage and sickened 3 (1 round)
Craft Requirements Supply one casting of sunburst.
AoE4, page 77.
Item 14
Price 900 gp
Usage affixed to a weapon; Bulk —
Activate envision; Trigger You deal damage to a flat-footed creature with the affixed weapon.
Category Talisman
This knot of copper wire reshapes itself in a new pattern every time its affixed weapon deals damage. When you activate the coil, the damaged creature must succeed at a DC 31 Will save or be stunned 1. If it critically fails, it instead becomes stunned 2.
Core Rulebook, page 566.
Item 4+
Usage held in 1 hand; Bulk L
Category Consumable
When energy courses through these lustrous beads, they glow brightly in the sacred colors of the spellcaster's faith. A spiritual weapon empowered with this catalyst flashes with bright light when it critically Strikes a target, causing the target to be dazzled until the beginning of your next turn. The type of rosary determines the maximum spell level of spiritual weapon that can use the rosary as a catalyst.
Type dazzling rosary; Level 4; Price 15 gp
The rosary can be used with a spiritual weapon of 4th level or below.
Type greater dazzling rosary; Level 12; Price 350 gp
The rosary can be used with a spiritual weapon of any spell level.
Secrets of Magic, page 168.
Item 4
Price 15 gp
Usage held in 1 hand; Bulk L
Category Consumable
When energy courses through these lustrous beads, they glow brightly in the sacred colors of the spellcaster's faith. A spiritual weapon empowered with this catalyst flashes with bright light when it critically Strikes a target, causing the target to be dazzled until the beginning of your next turn. The type of rosary determines the maximum spell level of spiritual weapon that can use the rosary as a catalyst.
The rosary can be used with a spiritual weapon of 4th level or below.
Main Item: Dazzling RosarySecrets of Magic, page 168.
Item 1+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around.
Benefit You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. Drawback You gain the encumbered condition and can't remove it while under the effects of the mutagen.
Type lesser; Level 1; Price 3 gp
The bonus is +1, and the duration is 1 minute.
Type moderate; Level 3; Price 12 gp
The bonus is +2, and the duration is 10 minutes.
Type greater; Level 11; Price 300 gp
The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you.
Type major; Level 17; Price 3,000 gp
The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.
Treasure Vault, page 59.
Snare 2
Price 6 gp
Category Snare
This snare is made of magnetized weights and heavy ropes rigged to a trip wire or pressure plate. When a creature enters the square, the magnets and ropes deploy, weighing down the creature's weapons and limbs. The creature must attempt a DC 18 Reflex save.
Critical Success The creature is unaffected.Success The creature takes a –1 status penalty to attack rolls for 1 round or until it Escapes (DC 18).Failure The creature takes a –2 status penalty to attack rolls for 1 minute or until it Escapes (DC 18).Critical Failure As failure, but the creature drops any metallic items it's holding.LOTGB, page 14.
Item 8
Price 500 gp
Usage held in 2 hands; Bulk 1
Category Held
Symbols of musical notes decorate this gold-framed wooden cube measuring just under 1 foot by 1 foot. A funnel-shaped trumpet protrudes from the box's top at an angle, though it feels surprisingly light. The box has a large button on its side, and it must be set down on a flat surface in order to activate it; while it's activated, the rumbling and churning gears inside the box make it impossible to carry without dropping it.
The music is so loud that any creature within 60 feet must succeed at a DC 24 Fortitude save or become deafened for as long as they remain within 60 feet of the music box, and for 1 minute thereafter. On a critical success, a creature need not make any more saves and is temporarily immune to the deafening music box for the next 24 hours; on a success, the creature must attempt a new save each round it remains within 60 feet of the music box.
AoE2, page 75.
Snare 20
Price 9,000 gp
Category Snare
This modified Voltaic coil of metal and glass stands about three feet tall. It activates when at least three creatures are within 20 feet of it, or if at least one creature stays within 20 feet of it for more than 1 round. It then lashes out with a torrent of electrical energy dealing 7d12 electricity damage to all creatures within 20 feet of it. Due to the fact that it doesn't trigger immediately when a creature enters its square, abilities like Surprise Snare (Advanced Player's Guide 194) don't work with a death coil. Creatures within that area must attempt a DC 43 Fortitude saving throw.
Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and is stunned 2.Critical Failure The creature takes double damage is stunned 4.Guns & Gears, page 79.
Item 14
Price 625 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
This poison is made from toxic spores of death knell mushrooms, which are reduced to a gray powder and suffused with necromantic energy. If you're reduced to 0 Hit Points while under the effect of death knell powder, you must succeed at a DC 34 Will save or die (this is a death effect). If you die, a random creature adjacent to you is bolstered by your departing life force and gains 20 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.
Saving Throw DC 34 Fortitude; Maximum Duration 6 rounds; Stage 1 7d6 poison damage (1 round); Stage 2 9d6 poison damage (1 round); Stage 3 12d6 poison damage (1 round)
Craft Requirements Supply one casting of death knell.
AoE4, page 77.
Item 14
Price 625 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
This poison is made from toxic spores reduced to a gray powder and suffused with necromantic energy. If a creature is reduced to 0 Hit Points while under the effect of death knell powder, it must succeed at a DC 34 Will save or die (this is a death effect). If a creature dies from death knell powder, a random creature adjacent to the victim is bolstered by its departing life force and gains 20 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.
Saving Throw DC 34 Fortitude; Maximum Duration 6 rounds; Stage 1 7d6 poison damage (1 round); Stage 2 9d6 poison damage (1 round); Stage 3 12d6 poison damage (1 round)
Craft Requirements Supply one casting of death knell.
Treasure Vault, page 68.
Item 13
Price 450 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
The toxic deathcap mushroom can be dried, ground, and treated to form a flavorless powder with accelerated effects.
Saving Throw DC 33 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 13d6 poison damage (1 minute); Stage 2 17d6 poison damage and sickened 2 (1 minute); Stage 3 20d6 poison damage and sickened 3 (1 minute)
Core Rulebook, page 551.
Rune 7
Price 330 gp
Usage etched onto armor
Category Rune
These symbols fortify your body's grasp on your soul, keeping it tethered when death approaches.
LOTGB, page 10.
Item 10
Price 165 gp
Usage held in 1 hand; Bulk L
Activate envision
Category Consumable
This glowing piece of flesh increases the spell level of a spell with the light trait by 1 (maximum 7) when determining whether the spell's light will shine in magical darkness or counteract a darkness spell.
Strength of Thousands #4: Secrets of the Temple-City, page 85.
Item 7
Price 320 gp
Usage held in 2 hands; Bulk L
Category Held
This item looks like an ordinary glass flask full of water.
The stopper can't be removed unless you speak one of the item's three command words, each of which causes water to pour forth in a different way. Pulling the stopper straight out creates fresh water, and rotating it as you pull creates salt water. Any effect of the decanter lasts until the decanter is plugged (with its own stopper, a finger, or the like).
Core Rulebook, page 573.
Item 6
Price 200 gp
Usage held in 2 hands
Category Held
This set of 34 parchment cards usually comes in a velvet bag or simple leather wrap. Each card depicts a different creature, monster, or other being that, when the deck is activated, immediately appears as a believable, life-size illusion. You can look at the card's artwork, but no magical effect takes place until you Activate the deck, shuffling and drawing randomly.
Secrets of Magic, page 182.
Item 22
Usage held in 1 hand
Category Artifact
These 22 cards of heavy vellum, usually stored in a box or a pouch, bear images or glyphs depicting symbols of magical power. Looking at a card without activating it shows the card face but has no magical effect. Once the deck is face down, the cards randomize themselves—if you look at the top card multiple times, you may find it changes. Any card removed from the deck goes missing after a few seconds, reappearing in the deck. Advice on randomly selecting cards appears on page 108.
Once a card is drawn, it produces its effect immediately and then disappears back into the deck, which immediately shuffles itself. (The Dullard and Jester are exceptions, as described in their entries below.) The effects of each card are as follows.
Destruction Trick the Grim Reaper into drawing the Skull card.
Gamemastery Guide, page 107.
Item 4
Price 75 gp
Usage held in 2 hands
Category Held
This deck of 54 cards appears nearly identical to standard playing cards. Comprised of four thematic suits of 13 cards each, as well as two wildcards, the deck of mischief is a favorite of scoundrels who prefer not to leave their games to chance—or to at least nudge the odds in their favor. If you know how to activate the deck, you can illusorily transform the ace and face cards into other cards in the deck.
The deck is true to its name and less likely to comply with your wishes if not well cared for. While surprisingly resistant to the elements, a waterlogged, dirty, or battered deck may not function as desired, giving you incorrect information about which cards are still in the deck or failing to hold the illusion at a critical moment. If a deck becomes incomplete due to damaged or missing cards, it rapidly loses its deceptive capabilities and might even purposefully sabotage you.
Secrets of Magic, page 183.
Item 14
Price 4,000 gp
Usage held in 1 or 2 hands; Bulk 1
Category Held
One of a set of four identical spears collectively known as the Four Claws of the Deepdread, this weapon is fashioned from a single seamless piece of matte-black metal with a razored silver edge. In bright light, it functions as a +1 striking spear, but in darkness or dim light, it becomes a +2 greater striking spear. You can upgrade its fundamental runes as normal for a specific weapon, starting from a +2 greater striking spear, but its fundamental runes are always one type worse in bright light.
LOL, page 28.
Item 14
Price 900 gp
Usage held in one hand; Bulk L
Activate envision
Category Consumable
This still-bloody rib was taken from a priest of Trishil at the moment they passed into undeath and has a constant stench of decay. The first time any creature critically fails its saving throw against a mask of terror spell cast using this catalyst, it also takes 6d10 mental damage, with a basic Fortitude save against the spell's DC, as it lives through the memory of having its rib torn from its body. Once any creature takes this damage, the defiled costa's effect ends, and no other creatures take the damage, even if they critically fail.
Type greater; Level 17; Price 2,500 gp
A creature who critically fails against this save is killed instantly. This effect has the incapacitation trait.
LOIL, page 177.
Item 14
Price 4,500 gp
Usage held in 2 hands; Bulk 2
Category Held
This massive branch has been cut into a general club shape but still bears several knots and has a number of runes carved along its length. The deflecting branch is a +2 greater striking greatclub. On a critical hit, you knock the target prone.
Strength of Thousands #4: Secrets of the Temple-City, page 75.
Item 5
Usage curses a weapon
Category Curse
Failure makes the weapon crumble. Whenever you critically fail an attack roll with the weapon, the degenerating curse deals 1d10 acid damage to the weapon, ignoring its Hardness and resistances.
Gamemastery Guide, page 93.
Item 2
Price 5 gp
Usage held in 2 hands; Bulk L
Activate 10 minutes Interact
Category Consumable
This hot, broth-based soup typically contains tubers, leeks, zesty spices, reagents, and if desired, the meat of livestock.
Civic authorities commission batches of deishound's soup for workers if a tricky job is on the agenda. After you eat the soup, its effects last 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to Crafting checks to Repair and restore an additional 5 Hit Points to items you successfully Repair during this time.
If you eat deishound's soup over the entire period required to attempt a Crafting check to Craft (typically a minimum of eating the soup each day for 4 days), the +1 bonus from the soup can be applied to that check, too.
Treasure Vault, page 49.
Item 10
Price 155 gp
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
If fried, a bulette's thick forefoot scales render into crunchy snacks. Alchemists add reagents to the frying oil to enhance the scales' properties and flavor. For 1 minute after eating a delve scale, you gain a burrow Speed of 15 feet and a +2 item bonus to Athletics checks to High Jump or Long Jump.
Treasure Vault, page 47.
Item 15
Price 3,000 gp (can't be crafted)
Usage held in 1 hand; Bulk —
Category Held
This glowing gem is harvested from a demilich and has an 8th-level spell magically bonded to it. This item has the traits of the spell it contains.
Craft Requirements Demilich eye gems can't be crafted.
Bestiary, page 223.
Item 6
Price 225 gp
Usage etched onto a weapon
Category Rune
A demolishing weapon is made to destroy constructs. Damage inflicted on a construct with a demolishing weapon continues to spread throughout the creature—cracks form, linkages fail, surfaces erode—and otherwise dismantle its body. When you damage a construct using a demolishing weapon, you deal an extra 1d6 persistent force damage. On a critical hit, you deal an extra 1d12 persistent force damage instead.
PFUM.
Item 3+
Usage affixed to an object or structure; Bulk —
Category Consumable
A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it's affixed to by an amount equal to the fulu's level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a Stealth DC to detect it and Thievery DC to disable it according to its type.
Type lesser; Level 3; Price 12 gp
Sometimes called the moth fulu, good for destroying softer objects; 3d6 bludgeoning damage, DC 17.
Type moderate; Level 11; Price 275 gp
Sometimes called the termite fulu, good for destroying wood objects; 6d6 bludgeoning damage, DC 28.
Type greater; Level 17; Price 2,750 gp
Sometimes called the rust fulu, good for destroying metal objects; 10d6 bludgeoning damage, DC 37.
Treasure Vault, page 76.
Item 13
Price 2,500 gp
Usage worn armor; Bulk 4
Category Armor
Crafted from black iron, this crude suit of +2 resilient full plate is designed to make you look like a horned demon, with your face peering out of the screaming maw of the beast.
While wearing the armor, you can attack with the helmet's horns. They are a martial melee weapon with the effects of a +2 weapon potency rune. They deal 2d8 piercing damage and have the deadly d12 trait. On a critical hit with the horns, the target must attempt a DC 30 Fortitude save against the Abyssal plague disease (page 316). The horns can't be etched with any runes.
If you aren't evil, you're drained 2 and can't recover from this condition while wearing demon armor.
Craft Requirements You are evil; supply one casting of dimension door.
Core Rulebook, page 557.