Items: E (Part 2 of 2)

57 items, from Engulfing Snare to Eyes of the Eagle.

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Part: 1 2

Engulfing Snare · Enhanced Hearing Aids · Enigma Mirror · Enigma-Sight Potion · Ensnaring Disk · Entertainer's Lute · Entertainer's Lute · Enveloping Light · Enveloping Light · Envenomed Snare · Envisioning Mask · Eroding Bullet · Erratic Transposing · Erraticannon · Escape Fulu · Essence Prism · Ethereal · Etheric Essence Disruptor · Ethersight Ring · Ethersight Ring · Euphoric Loop · Euphoric Loop · Everburning Torch · Everyneed Pack · Everyneed Pack · Everyneed Pack · Everyneed Pack · Expanded Alchemist's Lab · Expanded Healer's Tools · Experimental Clothing · Exploding Shield · Exploration Lens · Explorer's Clothing · Explorer's Yurt · Explosive Ammunition · Explosive Dogslicer · Explosive Mine · Explosive Missive · Exquisite Surprise Doll · Exsanguinating Ammunition · Exsanguinating Ammunition · Extendable Pincer · Extendable Tail · Extended Deteriorating Dust · Extending · Extending · Extra Ink and Paper · Extreme Climbing Kit · Eye of Apprehension · Eye Of Enlightenment · Eye of Fortune · Eye Of The Unseen · Eye of the Unseen · Eye Of The Wise · Eye Slash · Eye Slash · Eyes of the Eagle

Engulfing Snare

Snare 14

consumable mechanical snare trap 

Price 900 gp

Category Snare

You arrange a spiky cage of bones, particularly tough vegetation, or other material to spring up when disturbed.

The snare deals 9d8 piercing damage to the first creature to enter this square; that creature must attempt a DC 31 Reflex save.

Critical Success The creature is unaffected.Success The creature is knocked aside by the snare's deployment, taking half damage, and is flat-footed until the end of its next turn.Failure The creature is captured by the cage, taking full damage and falling prone. It is immobilized while it remains within the cage. It can get free by Escaping (DC 31) or by destroying the cage (Hardness 5, HP 30, object immunities).Critical Failure As failure, but the creature takes double damage.

Advanced Player’s Guide, page 256.

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Enhanced Hearing Aids

Item 3

divination magical 

Price 50 gp

Usage worn; Bulk L

Category Hearing Assistive Item

These hearing aids work like magical hearing aids, but they're designed with a more potent and focused magic.

Activate [F] envision; Frequency once per day; Requirements Your hearing aids are currently on; Effect You mentally increase the input of your hearing aids. You gain a +1 item bonus to all hearing-based Perception checks for 10 minutes.

LOTGB, page 68.

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Enigma Mirror

Item 7+

illusion magical spellheart 

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language.

The spell DC of any spell cast by activating this item is 23.

Activate Cast a Spell; Effect You cast forbidding ward.
Activate Cast a Spell; Frequency once per day; Effect You cast mirror image.

Type greater enigma mirror; Level 10; Price 950 gp

The spell DC is 27.

Activate Cast a Spell; Frequency once per day; Effect You cast mirror's misfortune .

Type major enigma mirror; Level 13; Price 2,750 gp

The spell DC is 30.

Activate Cast a Spell; Frequency once per day; Effect You cast mirror's misfortune.
Activate Cast a Spell; Frequency once per day; Effect You cast mirror malefactors .

Treasure Vault, page 125.

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Enigma-Sight Potion

Item 11

consumable divination magical potion revelation 

Price 250 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

A vial of this enigma-sight potion seems to contain fragments of kaleidoscopic crystal that reflect mind-bending scenes. However, these "crystals" act like liquid when poured or consumed. Drinking the potion grants you the effects of a true seeing spell, except that you use your Perception modifier and your level for the secret counteract check instead of the normal counteract modifier and spell level. However, if you critically fail the secret counteract check the effect grants, your mind fills in false, nightmarish information. You become stupefied 1 for 1d4 rounds and stunned 1 as your brain struggles to process what you see.

Treasure Vault, page 89.

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Ensnaring Disk

Item 7

consumable evocation magical talisman 

Price 70 gp

Usage affixed to a shield; Bulk —

Activate [F] envision; Trigger You use the affixed shield to Shield Block a melee weapon attack; Requirements You are an expert in Athletics.

Category Talisman

This coin-sized metal disk is inscribed with arcane symbols and mounted on the inner surface of a shield. When you Activate the disk, the triggering weapon momentarily sticks to your shield, allowing you to attempt to Disarm it from its wielder with a +2 item bonus. If you roll a critical failure on this check, you get a failure instead.

Treasure Vault, page 93.

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Entertainer's Lute

Item 4+

coda enchantment occult staff 

Usage held in 2 hands; Bulk L

Category Coda

This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you're currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it's favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to Diplomacy and Performance checks.

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

Type entertainer's lute; Level 4; Price 90 gp

Type greater entertainer's lute; Level 8; Price 460 gp

Type major entertainer's lute; Level 12; Price 1,900 gp

The item bonuses are +2.

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

Treasure Vault, page 136.

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Entertainer's Lute

Item 4

coda enchantment occult staff 

Price 90 gp

Usage held in 2 hands; Bulk L

Category Coda

This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you're currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it's favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to Diplomacy and Performance checks.

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: Entertainer's Lute

Treasure Vault, page 136.

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Enveloping Light

Item 3+

uncommon invested magical necromancy positive tattoo 

Usage tattoo

Category Tattoo

This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that bolsters your body and soul. The first time each day that someone attempts to Treat your Wounds and rolls a critical failure, they get a failure instead.

Activate [>>] command; Frequency once per day; Effect For 5 rounds, your entire body begins to glow, with the effects of a 1st-level light spell. At the end of each of your turns during this time, you regain 1d4 Hit Points.

Type enveloping light; Level 3; Price 50 gp

Type greater enveloping light; Level 9; Price 650 gp

Any time someone rolls a critical failure to Treat your Wounds, they get a failure instead. The glow has the effects of a 4th-level light spell, and you regain 2d8 Hit Points per round.

LOTGB, page 38.

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Enveloping Light

Item 3

uncommon invested magical necromancy positive tattoo 

Price 50 gp

Usage tattoo

Category Tattoo

This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that bolsters your body and soul. The first time each day that someone attempts to Treat your Wounds and rolls a critical failure, they get a failure instead.

Activate [>>] command; Frequency once per day; Effect For 5 rounds, your entire body begins to glow, with the effects of a 1st-level light spell. At the end of each of your turns during this time, you regain 1d4 Hit Points.
Main Item: Enveloping Light

LOTGB, page 38.

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Envenomed Snare

Snare 7

uncommon consumable mechanical poison snare trap 

Price 60 gp

Category Poison

This snare is coated with giant wasp venom and tipped with needles, which deliver the venom to the first creature to enter the square. That creature takes 4d6 damage (DC 23 basic Reflex) and, on a failure, the creature is exposed to the giant wasp venom.

Craft Requirements Supply 2 doses of giant wasp venom.

LOTGB, page 15.

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Envisioning Mask

Item 11

divination invested magical mental 

Price 1,200 gp

Usage worn mask

Category Worn Item

These strange masks consist of a thin stone hood and a shimmering purple veil reminiscent of the pleroma aeon who first gifted them to mortals in the hope that sharing the means of aeon communication would reduce the misunderstandings and conflicts among mortal civilizations. An envisioning mask covers your entire face, though it doesn't hinder your vision or other senses.

Activate [>] Interact; Frequency once per day; Effect You lose the ability to produce language and instead communicate wordlessly through a series of psychic projections. This acts as telepathy with a range of 100 feet, but it is understandable to all creatures regardless of whether they have a language. When communicating with non-aeons, however, your meaning is often vague and mysterious. This effect lasts for 10 minutes.

Advanced Player’s Guide, page 260.

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Eroding Bullet

Item 5

uncommon acid alchemical consumable 

Price 22 gp

Ammunition round

Activate [>] Interact

Category Consumable

Eroding bullets cast a faint green glow, and smell like the sicklysweet organic gases that rise from corpses. Handling an eroding bullet without gloves deals 1 point of acid damage and leaves the putrid scent coated on your fingers. Upon Striking an enemy, the glass casing inside the bullet bursts, releasing a splattering of bubbling green acid that coats the target. The target takes 2d6 persistent acid damage in addition to the damage normally dealt by the attack.

Guns & Gears, page 169.

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Erratic Transposing

Item 11

rare conjuration cursed magical 

Usage curses a weapon

Category Curse

This curse bursts with uncontrolled teleportation magic when activated, unreliably transporting creatures across the battlefield. On a critical hit with the affected weapon, you and an ally within 60 feet (chosen randomly) teleport to switch places with one another. If either of the affected creatures is unable to entirely fit within its new space, the creature is placed in the nearest available squares instead.

Gamemastery Guide, page 93.

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Erraticannon

Item 9

rare magical transmutation 

Price 700 gp

Usage held in 1 hand; Bulk 1

Category Held

This +1 striking hand cannon (Guns & Gears 153) is festooned with so many add-ons and modifications it's barely recognizable as a firearm. A large hopper at the top of the gun allows any type of ammunition (including arrows, bolts, stone bullets, and firearm rounds) to be fed into the machine, which converts the ammunition into blasts of raw, destructive energy.

Each time you attack with the weapon, roll 1d8 to determine the damage type of the Strike—all of the erraticannon's weapon damage is converted to that damage type for the Strike. Additionally, roll another d8, and the erraticannon deals 1d6 additional damage of this second damage type. d8 Damage Type 1 Acid 2 Cold 3 Electricity 4 Fire 5 Sonic 6 Bludgeoning 7 Piercing 8 Slashing

Activate [>>] Frequency once per day; Effect You set the erraticannon to maximum power and unleash a blast that deals 1d6 acid, 1d6 cold, 1d6 electricity, 1d6 fire, 1d6 sonic, 1d6 bludgeoning, 1d6 piercing, and 1d6 slashing damage to all creatures in a 30-foot cone (DC 25 basic Reflex save).

OoA3, page 75.

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Escape Fulu

Item 7

consumable fulu magical talisman transmutation 

Price 70 gp

Usage affixed to armor; Bulk —

Activate [F] envision; Trigger You attempt to Escape.

Category Talisman

The escape fulu is a charm common among wealthy people, who wear the talisman in case of kidnapping. When you Activate this fulu for 1 minute you gain a +2 status bonus to your attempts to Escape as well as to Stealth checks to Hide and Sneak.

Treasure Vault, page 77.

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Essence Prism

Item 28

unique artifact transmutation 

Bulk 5

Category Artifact

This enormous, multifaceted prism normally rests on a pedestal, eerily refracting many-colored lights even when no light source is present. In reality, the prism refracts the four magical essences into the visible spectrum (see page 300 in the Core Rulebook for more on the four essences). A creature adjacent to the prism can adjust its facets with an Interact action to change between two polarities. Two essences flow from two input streams into the prism, where the prism combines them into a single output stream; alternatively, a single essence flows from one input stream into the prism and is split into two output streams. A creature that enters and stays within an input essence stream for 1 minute is slowly encased in solid magic, at which point it is paralyzed until anyone reverses the prism's flow or finishes activating the prism. A creature stepping into an output essence stream is gently pushed back and out of the stream.

Activate [>>] Interact; Requirements The prism has only one input stream; Effect You alter and rearrange the facets of the essence prism, adjusting the essences to select for a single quality, which might be associated with mental essence, like a personality trait; material essence, like a physical quality; vital essence, like a belief or instinct; or spiritual essence, like an alignment component such as good or lawful. You must succeed at a secret DC 30 skill check with a skill associated with a magical tradition that uses the essence you chose (for instance, Arcana or Occultism for mental essence, as arcane and occult magic both use mental essence). On a failure, you accidentally set the prism for some other quality.
Activate 1 minute (Interact); Requirements The prism has only one input stream, and a creature is encased in magic in the input stream; Effect Over the course of the next hour, the creature in the input stream has its essences refracted through the prism, creating two cocoons of magic in the output streams that each contain a new creature. At the end of the process, the original creature is gone, and the two new creatures break free of their cocoons. Each creature is part of the original, separated from the rest based on the last quality set by the prism's first activation. For instance, if you set the prism to "good," one creature would have all the original creature's good aspects and the other would be the original creature's evil side. Unless you selected a physical quality, both new creatures look just like the original. The new creatures are usually 2 levels lower than the original, but if the original creature was strongly biased with respect to the quality you chose (for instance, if splitting out the good and evil side of a redeemer), the stronger creature is 1 level lower and the weaker creature is 3 or more levels lower. If calibrated correctly, this activation can also reverse the effect of the third activation.
Activate 1 minute ((Interact)); Requirements The prism has two input streams, and a creature is encased in magic in each of the input streams; Effect Over the course of the next hour, the essences of both creatures in the input streams are refracted through the prism, creating a cocoon of magic in the output stream that contains a new creature. At the end of the process, the original creatures are gone, and the new creature breaks free of its cocoon. The new creature is an amalgam of the originals, with a new personality blended from both, and is usually 1 or 2 levels higher than the higher level of the original creatures unless the lower-level creature was much weaker. This activation also reverses the effect of the second activation.

Destruction Forcing the essence prism to combine two incompatible demigods destroys the prism, though it might also result in a new divinity.

Gamemastery Guide, page 108.

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Ethereal

Rune 17

uncommon conjuration magical 

Price 13,500 gp

Usage etched onto armor

Category Rune

An ethereal rune replicates armor on the Ethereal Plane.

Activate [>] command; Frequency once per day; Effect You gain the effects of an ethereal jaunt spell. This doesn't require concentration and lasts for 10 minutes or until you choose to return to material form as a free action.

Craft Requirements Supply a casting of 9th level ethereal jaunt.

Core Rulebook, page 582.

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Etheric Essence Disruptor

Item 3+

uncommon consumable gadget 

Usage held in 1 hand; Bulk 1

Activate [>>] Interact

Category Consumable

An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Voltaic etheric-spirit singers, though without the need for a Voltaic coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active divine or occult spell within the listed range, with the listed counteract modifier and counteract level.

Type lesser; Level 3; Price 60 gp

The range is 30 feet, the counteract modifier is +7, and the counteract level is 2.

Type moderate; Level 7; Price 360 gp

The range is 40 feet, the counteract modifier is +13, and the counteract level is 4.

Type greater; Level 11; Price 1,400 gp

The range is 60 feet, the counteract modifier is +18, and the counteract level is 6.

Type major; Level 15; Price 6,500 gp

The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.

Guns & Gears, page 68.

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Ethersight Ring

Item 7

uncommon divination invested magical revelation 

Price 325 gp

Usage worn; Bulk –

Category Worn Item

This glass ring contains a swirling cloud of grayish smoke.

When you invest the ring, the smoke becomes as transparent as the glass encapsulating it, and you can see clearly into the Ethereal Plane with a range of 60 feet. Whether or not you have invested the ring, you are also visible to creatures in the Ethereal Plane within the same range. Although you can see these creatures and they can see you, you can't affect each other except with abilities that cross between the Ethereal Plane and the Material Plane.

AoE2, page 75.

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Ethersight Ring

Item 7

uncommon divination invested magical revelation 

Price 325 gp

Usage worn; Bulk —

Category Worn Item

An ethersight ring is a glass band containing a swirling cloud of gray smoke. When you invest the ring, the smoke becomes as transparent as the glass encapsulating it, and you can see clearly into the Ethereal Plane with a range of 60 feet.

Whether or not you have invested the ring, you are visible to creatures in the Ethereal Plane within the same range while wearing it. Although you can see these creatures and they can see you, you can affect each other only with abilities that cross between the Ethereal Plane and the Material Plane.

Treasure Vault, page 153.

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Euphoric Loop

Item 5+

catalyst consumable magical 

Price 5 gp

Usage held in 1 hand; Bulk L

Activate Cast a Spell

Category Consumable

This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a charm spell, the enchantment creates a blissful experience for one target of your choice.

When the spell ends, even if you Dismiss it, the sudden mental dissonance between the charmed state and reality forces the target to attempt a Will save against your spell DC.

Critical Success The target is unaffected.Success The target is stunned 1 or, if the spell ended because of a hostile action, confused for 1 round.Failure The target is stunned 2 or, if the spell ended because of a hostile action, confused for 1 round.Critical Failure The target is stunned 3 or, if the spell ended because of a hostile action, confused for 2 rounds.

Type euphoric loop; Level 5; Price 30 gp

Type greater euphoric loop; Level 13; Price 450 gp

The catalyst affects all targets of the charm spell, up to 10.

Treasure Vault, page 74.

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Euphoric Loop

Item 5

catalyst consumable magical 

Price 30 gp

Usage held in 1 hand; Bulk L

Activate Cast a Spell

Category Consumable

This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a charm spell, the enchantment creates a blissful experience for one target of your choice.

When the spell ends, even if you Dismiss it, the sudden mental dissonance between the charmed state and reality forces the target to attempt a Will save against your spell DC.

Critical Success The target is unaffected.Success The target is stunned 1 or, if the spell ended because of a hostile action, confused for 1 round.Failure The target is stunned 2 or, if the spell ended because of a hostile action, confused for 1 round.Critical Failure The target is stunned 3 or, if the spell ended because of a hostile action, confused for 2 rounds. Main Item: Euphoric Loop

Treasure Vault, page 74.

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Everburning Torch

Item 1

evocation light magical 

Price 15 gp

Usage held in 1 hand; Bulk L

Category Held

An everburning torch is one of the most common applications of permanent magic. This torch sheds light constantly, requiring no oxygen and generating no heat.

The flame can be covered or hidden, but can't be smothered or quenched.

Core Rulebook, page 573. Reprinted in BB.

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Everyneed Pack

Item 3+

uncommon conjuration invested magical 

Usage worn on belt

Category Worn Item

Constructed of green material and decorated with a white Glyph of the Open Road, a dozen or more small pockets line the inside of this pack. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of any kind of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack empties after 8 gp worth of items of your choice are removed, after which it becomes a mundane backpack.

Activate 1 minute (Interact); Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less.

Type everyneed pack; Level 3; Price 20 gp

Type greater everyneed pack; Level 7; Price 100 gp

The pack's pocket contain mundane gear worth no more than 5 gp each. You can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack empties after 45 gp worth of items are removed.

LOPSG, page 86.

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Everyneed Pack

Item 3

uncommon conjuration invested magical 

Price 20 gp

Usage worn on belt

Category Worn Item

Constructed of green material and decorated with a white Glyph of the Open Road, a dozen or more small pockets line the inside of this pack. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of any kind of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack empties after 8 gp worth of items of your choice are removed, after which it becomes a mundane backpack.

Activate 1 minute (Interact); Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less.
Main Item: Everyneed Pack

LOPSG, page 86.

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Everyneed Pack

Item 3+

uncommon conjuration invested magical 

Usage worn backpack; Bulk 1

Category Worn Item

Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 8 gp have been removed from it.

Activate 1 minute (Interact); Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less.

Type everyneed pack; Level 3; Price 20 gp

Type greater everyneed pack; Level 7; Price 100 gp

A pocket contains mundane gear worth no more than 5 gp each. When you activate the pack, you can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack becomes a mundane backpack after 45 gp worth of items are removed.

Treasure Vault, page 145.

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Everyneed Pack

Item 3

uncommon conjuration invested magical 

Price 20 gp

Usage worn backpack; Bulk 1

Category Worn Item

Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 8 gp have been removed from it.

Activate 1 minute (Interact); Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less.
Main Item: Everyneed Pack

Treasure Vault, page 145.

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Expanded Alchemist's Lab

Item 3

Price 55 gp

Bulk 6

Hands 2

Category Adventuring Gear

You need an alchemist's lab to Craft alchemical items during downtime.

An expanded alchemist's lab gives a +1 item bonus to Crafting checks to create alchemical items.

Main Item: Alchemist's Lab

Core Rulebook, page 288.

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Expanded Healer's Tools

Item 3

Price 50 gp

Bulk 1

Hands 1 or 2*

Category Adventuring Gear

This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them.

*You can use the set of tools with one hand if you are wearing it.

Expanded healer's tools provide a +1 item bonus to such checks.

Main Item: Healer's Tools

Core Rulebook, page 288.

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Experimental Clothing

Item 2

uncommon 

Price 25 gp

Usage worn clothing; Bulk L

Category Worn Item

Experimental clothing is custom tailored in radical, avant-garde styles by independent dressmakers, utilizing expensive or eccentric materials and unconventional patterns.

At the GM's discretion, wearing experimental clothing may impart a +1 item bonus or –1 item penalty on checks to Make An Impression, depending on the target's fashion sense.

LOTGB, page 50.

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Exploding Shield

Item 5

evocation magical 

Price 25 gp

Usage held in 1 hand; Bulk 1

Category Held

The magic within this wooden shield (Hardness 3, HP 12, BT 6) lashes out at your foes as the shield is destroyed.

Activate [F] Interact; Trigger The exploding shield is destroyed; Effect The shield explodes outward, dealing 4d6 piercing damage to each creature in a 15-foot cone (DC 19 basic Reflex save).

Advanced Player’s Guide, page 260.

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Exploration Lens

Item 10+

uncommon divination invested magical 

Usage held in 1 hand; Bulk –

Activate [>] Interact

Category Held

An exploration lens is a magical glass lens designed for a bull's-eye lantern. When light from the lantern passes through the lens, it alters the light to make it easier to perform a common exploration activity with the lantern. You can find more information about exploration activities related to these lenses on page 496 of the Core Rulebook. Alternatively, an exploration lens can be installed in a wayfinder like an aeon stone. In this case, light (such as that from a lantern, torch, or light spell) must still pass through the lens and you must hold the wayfinder in your hand for it to function.

There are several different types of exploration lens, each granting benefits with a different type of exploration activity.

Each type of lens is distinguishable from all the other types by holding it up to a bright light.

Type detecting; Level 10; Price 1,000 gp

When held up to light, this lens sparkles as though infused with glitter. While Detecting Magic in exploration mode, when the lantern's light falls upon something you detect as magical, it pulsates faintly. This makes it easier to triangulate the magic, since you can use the cone of the bull's-eye lantern instead of the circular pulse of detect magic. You also gain a +2 item bonus to checks to Identify Magic within the light.

Type investigating; Level 12; Price 1,750 gp

The outer rim of this lens glows faintly when held up to the light. While activated, the lens grants you a +1 item bonus to skill checks to Recall Knowledge while Investigating by outlining potential clues in a way that triggers your memory. If you're Investigating something while using the lens, you can always roll a Recall Knowledge skill check appropriate to the investigation for initiative.

Type searching; Level 14; Price 4,000 gp

This lens has an opalescent sheen when held up to light. The lens subtly outlines hidden doors and concealed hazards, granting you a +2 item bonus to Perception checks to spot such features while Searching.

Even if you aren't Searching, you get a check to find traps that normally require you to Search.

Strength of Thousands #3: Hurricane’s Howl, page 76.

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Explorer's Clothing

Item

comfort 

Price 1 sp

Bulk L

AC Bonus +0; Dex Cap +5

Strength —; Check Penalty —; Speed Penalty —

Category Unarmored Armor; Group Cloth

Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes.

Main Item: Clothing

Core Rulebook, page 275.

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Explorer's Yurt

Item 10

conjuration magical structure 

Price 880 gp

Bulk 1 (when not activated)

Category Structure

Before activation, this item appears to be nothing more than a simple rolled-up tent, barely large enough to fit four Medium creatures. Despite attempts to clean it, the tent is perpetually smudged with dirt in various places.

Activate (10 minutes) (Interact); Frequency once per day; Effect The rolled-up tent expands into a spacious yurt complete with a fire pit, 10 bedrolls, various cooking utensils, and basic food and water.

The yurt can house and feed you and up to nine other Medium creatures that eat roughly as much as a human does; they need not attempt a Survival check to Subsist when you use the yurt. Fires and light inside the yurt do not extend illumination into the area surrounding the yurt, making it harder to spot from a distance.

A large loop of red cloth hangs from one wall. If this loop is pulled, which takes an Interact action, the entire yurt immediately folds back up into its deactivated form, ready for further travel.

Core Rulebook, page 596.

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Explosive Ammunition

Item 9+

consumable evocation fire magical 

Ammunition any

Activate [>] Interact

Category Ammunition

This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, dealing 6d6 fire damage to each creature in the area (including the target). Each creature must attempt a DC 25 basic Reflex save.

Type standard; Level 9; Price 130 gp

Type greater; Level 13; Price 520 gp

The damage is 10d6 and the save DC is 30.

Core Rulebook, page 559.

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Explosive Dogslicer

Item 1

uncommon combination 

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

Price 10 gp

Bulk 2

Ranged

Traits backstabber, goblin, scatter 5 ft.

Damage 1d6 slashing

Ammunition round; Range 20 ft.; Reload 1

Group Firearm

Melee

Traits backstabber, goblin, critical fusion, finesse

Damage 1d6 slashing

Group Sword

Hands 2

Category Advanced Ranged Weapon

An explosive dogslicer is a sneaky, explosive weapon that often brings perverse joy to the goblins who use them. At first glance, it appears to be a triple-bladed dogslicer with an oversized guard.

Guns & Gears, page 158.

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Explosive Mine

Item 1+

uncommon consumable gadget 

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Consumable

When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use Stealth to Conceal an Object before you Activate the mine. If you don't Conceal the mine, its position is obvious at a glance.

Once activated, the mine is primed to explode when enough pressure is placed on the square where it's located.

Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing the listed fire damage to any creatures in a 5-foot emanation with a basic Reflex save.

Type lesser; Level 1; Price 4 gp

The mine deals 2d6 fire damage, and the Reflex DC is 15.

Type moderate; Level 6; Price 40 gp

The mine deals 6d6 fire damage, and the Reflex DC is 20.

Type greater; Level 12; Price 400 gp

The mine deals 12d6 fire damage, and the Reflex DC is 29.

Type major; Level 18; Price 4,000 gp

The mine deals 18d6 fire damage in a 10-foot emanation, and the Reflex DC is 38.

Guns & Gears, page 69.

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Explosive Missive

Item 4

consumable evocation magical missive 

Price 13 gp

Usage held in 1 hand; Bulk —

Activate [>>] envision, Interact

Category Missive

An explosive missive is slightly warm to the touch, regardless of the surrounding environment. When composed and then activated, the missive explodes. The tenor of what you write or the theme of your illustration determines the damage type and adds the corresponding trait to the missive: acid for a caustic inscription, cold for an aloof one, electricity for an energetic one, fire for an angry one, or sonic for an overly emphatic one. The missive deals 4d6 damage to each creature in a 5‑foot burst from a corner of the missive's space (DC 18 basic Reflex save). A creature who rolls a critical failure also takes 1d4 persistent damage of the same type. The missive burns to ash while releasing its magic.

Treasure Vault, page 84.

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Exquisite Surprise Doll

Item 2

Price 10 gp

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.

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.

Main Item: Doll

LOTGB, page 58.

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Exsanguinating Ammunition

Item 4+

alchemical consumable 

Ammunition any

Activate [>] Interact

Category Consumable

This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains the listed weakness to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration.

Type exsanguinating ammunition; Level 4; Price 15 gp

The target gains weakness 1 to persistent bleed damage.

Type greater exsanguinating ammunition; Level 8; Price 80 gp

The target gains weakness 3 to persistent bleed damage.

Type major exsanguinating ammunition; Level 12; Price 360 gp

The target gains weakness 5 persistent bleed damage.

Guns & Gears, page 170.

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Exsanguinating Ammunition

Item 4

alchemical consumable 

Price 15 gp

Ammunition any

Activate [>] Interact

Category Consumable

This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains weakness 1 to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration.

Main Item: Exsanguinating Ammunition

Guns & Gears, page 170.

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Extendable Pincer

Item 0

uncommon clockwork 

Price 2 gp

Usage held in 2 hands; Bulk L

Category Held

This extendable rod features a pincer on one end and clamped handle on the other. By squeezing the handle, the pincer opens or closes. As an Interact action, you can extend or retract the rod by 5 feet to one of three settings, allowing you to Interact to pick up an object with the pincer either within your own space, in an adjacent space, or exactly 10 feet away.

Guns & Gears, page 87.

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Extendable Tail

Item 3

mechanical 

Price 10 gp

Usage worn; Bulk 1

Category Worn Item

Built with collapsible poles and expanding hoops, this tail can extend to a length of 20 feet. While it's no more prehensile than a tail of a typical member of your ancestry, it ends with an anchor that you can secure around a sturdy object with an Interact action. While the tail is anchored, you can't move more than 20 feet from that spot, but you can use the tail to lower yourself up to 20 feet, as if it were a length of rope. You can use another Interact action to disengage the anchor and retract your tail.

Treasure Vault, page 108.

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Extended Deteriorating Dust

Item 6

uncommon consumable evocation magical 

Access follower of Vroustiam

Price 45 gp

Usage held in 1 hand

Category Consumable

Contained in a specially enchanted small leather or hide sack, deteriorating dust is a potent caustic agent and a prized item among Vroustiam's more discreet followers.

Activate [>>] Interact; Effect You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object immediately begins to rust, melt, or otherwise fall apart.

The affected object takes 1 damage per 3 hours (8 damage per day); if the object has a Hardness, then the dust gradually reduces the object's Hardness instead by 1 per hour. The effect lasts for 1 week. If the deteriorating dust is still active after the object's Hardness is reduced to 0, it deals damage to the object as previously described. If the object survives, reduced Hardness returns after the dust's duration expires, but any damage remains.

Main Item: Deteriorating Dust

LOGM, page 122.

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Extending

Rune 9+

magical transmutation 

Usage etched onto a melee weapon

Category Rune

An extending rune allows you to extend your weapon to impossible lengths.

Activate [>>] Interact; Effect You extend your weapon for an instant, giving you an impossible reach. You Strike with the weapon, and you have reach <60 feet> for the Strike.

Type extending; Level 9; Price 700 gp

Type greater extending; Level 13; Price 3,000 gp

The activation grants you reach <120 feet> for the Strike.

Secrets of Magic, page 184.

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Extending

Rune 9

magical transmutation 

Price 700 gp

Usage etched onto a melee weapon

Category Rune

An extending rune allows you to extend your weapon to impossible lengths.

Activate [>>] Interact; Effect You extend your weapon for an instant, giving you an impossible reach. You Strike with the weapon, and you have reach <60 feet> for the Strike.
Main Item: Extending

Secrets of Magic, page 184.

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Extra Ink and Paper

Item

Price 1 sp

Bulk —

Category Adventuring Gear

Using a writing set, you can draft correspondence and scribe scrolls. If you've written a large amount, you can refill your kit with extra ink and paper.

Core Rulebook, page 288.

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Extreme Climbing Kit

Item 3

Price 40 gp

Bulk 1

Hands 2

Category Adventuring Gear

This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action.

You gain a +1 item bonus to Athletics checks to Climb while using an extreme climbing kit.

Main Item: Climbing Kit

Core Rulebook, page 288.

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Eye of Apprehension

Item 12

consumable divination fortune talisman 

Price 400 gp

Usage affixed to armor; Bulk —

Activate [F] envision; Trigger You are about to roll Perception for initiative but haven't rolled yet; Requirements You are a master in Perception.

Category Talisman

This round piece of cymophane's silky inclusion makes it look like a cat's eye. While affixed, it makes you jittery. When you activate it, roll Perception twice and use the higher result.

Core Rulebook, page 566.

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Eye Of Enlightenment

Item 5

consumable divination magical talisman 

Price 25 gp

Usage affixed to a weapon

Activate [F] envision; Trigger You succeed at a Strike with the affixed weapon; Requirements You're an expert in Arcana, Occult, Nature, Religion, Society, or a Lore skill.

Category Talisman

This dried eye was plucked from a magical creature. You combine your observation about your enemy's reaction to your Strike with the stores of magical wisdom within the talisman to try to glean more information about the foe's true nature. When you activate this talisman, you attempt to Recall Knowledge about the creature you hit. If you roll a critical failure, you get a failure instead.

Secrets of Magic, page 173.

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Eye of Fortune

Item 13

divination invested magical 

Price 2,700 gp

Usage worn eyepiece; Bulk —

Category Worn Item

Adherents of Miastox, god of the hunt, create these magical eye patches. An eye of fortune has a jeweled eye symbol on its front, allowing you to magically see through the eye patch as though it were transparent.

Activate [F] envision (fortune); Trigger You attack a concealed or hidden creature and haven't attempted the flat check yet; Effect You can roll the flat check for the concealed or hidden condition twice and use the higher result.

Core Rulebook, page 610.

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Eye Of The Unseen

Item 8+

divination invested magical 

Usage worn; Bulk L

Category Prosthesis Assistive Item

This prosthetic eye was designed by elven crafters but comes in a range of appearances for different ancestries.

While wearing the eye, you gain a +1 item bonus to visual Perception checks.

Activate [>>] command, envision; Frequency once per day; Effect You focus on the eye to see the unseen. The eye casts see invisibility on you.

Type eye of the unseen; Level 8; Price 450 gp

Type greater eye of the unseen; Level 14; Price 4,000 gp

This functions as the eye of the unseen, except the item bonus is +2 and it casts a 5th-level see invisibility on you.

LOTGB, page 73.

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Eye of the Unseen

Item 8

divination invested magical 

Price 450 gp

Usage worn; Bulk L

Category Prosthesis Assistive Item

This prosthetic eye was designed by elven crafters but comes in a range of appearances for different ancestries.

While wearing the eye, you gain a +1 item bonus to visual Perception checks.

Activate [>>] command, envision; Frequency once per day; Effect You focus on the eye to see the unseen. The eye casts see invisibility on you.
Main Item: Eye Of The Unseen

LOTGB, page 73.

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Eye Of The Wise

Item 11

unique artifact divination invested 

Usage held in 1 hand; Bulk L

Category Artifact

This fist-sized, 12-rayed black star sapphire is sacred to Yueral, the elven goddess of magic and jewels, and most accounts of its creation attribute its crafting to a circle of her worshippers. In addition to the abilities listed below, the gem functions as a portal key for Rumeisam at Shalagraen's Ring.

Activate [>] Interact; Effect You touch the Eye of the Wise to a gem worth at least 10 gp, whereupon the Eye of the Wise assumes the appearance of the touched gemstone. While this connection is active, the carriers of the Eye of the Wise and of the other gemstone can communicate telepathically with one another over any distance, as long as both are on the same plane.

This connection is broken if the other gemstone is damaged, if the Eye of the Wise becomes attuned to another gemstone, or if the bearer of the Eye of the Wise Dismisses the activation.

Activate [>] Interact; Effect You hold the Eye of the Wise up to your own eye and peer through it. The Eye of the Wise grows transparent and grants you a +2 item bonus to attempts to Decipher Writing, Disable a Device, Identify Magic, Pick a Lock, Seek, or Sense Motive. You can Sustain this activation as long as you hold the gem in place.

Age of Ashes #3: Tomorrow Must Burn, page 72.

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Eye Slash

Item 1+

divination invested magical tattoo 

Usage tattooed on the body; Bulk —

Category Tattoo

Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye.

Type eye slash; Level 1; Price 20 gp

Type greater eye slash; Level 4; Price 100 gp

The tattoo also grants you a +1 item bonus to Perception checks that involve sight.

Type major eye slash; Level 9; Price 700 gp

The tattoo also grants you a +2 item bonus to Perception checks that involve sight.

Type true eye slash; Level 17; Price 15,000 gp

The tattoo also grants you a +3 item bonus to Perception checks that involve sight.

Treasure Vault, page 120.

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Eye Slash

Item 1

divination invested magical tattoo 

Price 20 gp

Usage tattooed on the body; Bulk —

Category Tattoo

Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye.

Main Item: Eye Slash

Treasure Vault, page 120.

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Eyes of the Eagle

Item 9

invested magical transmutation 

Price 700 gp

Usage worn eyepiece; Bulk —

Category Worn Item

These lenses of amber crystal fit over your eyes. They grant you low-light vision and a +2 item bonus to Perception checks that involve sight.

Core Rulebook, page 610.

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