60 items, from Fingerprinting Kit to Force Shield.
Fingerprinting Kit · Fire And Iceberg · Fire and Iceberg · Fire Box · Fire Elemental Wayfinder · Fire Lance · Fire Poi · Fire-jump Ring · Firearm Cleaning Kit · Firedrake · Firefoot Popcorn · Firestarter Pellets · Firestarter Pellets · Fish · Fishing Tackle · Fishing Tackle · Fithafaleith's Comet · Five-feather Wreath · Five-Feather Wreath · Flail · Flame Drake Snare · Flame Navette · Flame Tongue · Flame Tongue · Flaming · Flaming · Flaming Star · Flaming Star · Flare Beacon · Flare Snare · Flask Of Fellowship · Flawed Orb Of Gold Dragonkind · Flayhook Mask · Flayhook Mask · Flaying Knife · Flayleaf · Fleet Bravery Baldric · Fleshgem · Flight Bravery Baldric · Flingflenser · Flint and Steel · Flintlock Musket · Flintlock Pistol · Floating Shield · Floating Shield · Floorbell · Flurrying · Flutterback Wind-Up Wings · Flying Blade Wheel Snare · Flyssa · Focus Cathartic · Folding Boat · Folding Boat · Folding Drums · Folding Ladder · Follypops · Follypops (Hotpops) · Follypops (Rotters) · Follypops (Sizzlers) · Force Shield
Item 3
Price 30 gp
Usage held in 2 hands; Bulk L
Category Held
Rarely found outside of major metropolises, fingerprinting kits are a state-of-the-art, non-magical means of linking suspects to the scene of a crime.
The kit consists of two parts. The first, a delicate brush and a jar of extremely fine dust, is used to reveal fingerprints left behind by most humanoid creatures. The dust sticks to the natural oils left behind on smooth surfaces. When you use the kit to determine whether or not creatures left behind a fingerprint at a crime scene, the GM rolls a secret Thievery check against the Thievery DC of every creature capable of leaving prints that has interacted with the scene. On a success, you locate a clear print from that creature and carefully transfer it to a special sheet of sticky paper. (Note that fingerprints can last for days, and prints collected in this manner often include those of victims, witnesses, and unrelated passersby.) At the GM's discretion, the print-leaving creature might get a bonus to its Thievery DC for taking special precautions. In other cases, finding a print might be impossible (such as if the creature was wearing gloves or if the location has been significantly compromised)
The second part of the kit is a small sheaf of paper and a pad soaked in ink. By forcing a humanoid creature with fingerprints to roll a finger across the pad and then press it to the paper, you can obtain an image of the unique whorls in that creature's fingerprints. These can then be compared to any prints found at a crime scene. Successfully determining whether or not two prints match requires a DC 15 Perception check—the GM should roll this check secretly as well, since a failed check may result in false information.
AoE1, page 77.
Item 7+
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Fiery Anulite paprika, sunrise cinnamon, and winterbite are hidden inside this salad's translucent leaves, bringing the cool of snow and the heat of steam to every bite. The dueling sensations make some diners sweat and others shiver, but all leave with a lasting sense of heat and cold that make other sources pale in comparison. When you consume the salad, you gain resistance 5 to fire and cold for 1 minute.
Type fire and iceberg; Level 7; Price 60 gp
Type greater fire and iceberg; Level 12; Price 350 gp
You gain resistance 10 to fire and cold for 5 minutes.
Type major fire and iceberg; Level 17; Price 2,500 gp
You gain resistance 15 to fire and cold for 10 minutes.
LOTGB, page 46.
Item 7
Price 60 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Fiery Anulite paprika, sunrise cinnamon, and winterbite are hidden inside this salad's translucent leaves, bringing the cool of snow and the heat of steam to every bite. The dueling sensations make some diners sweat and others shiver, but all leave with a lasting sense of heat and cold that make other sources pale in comparison. When you consume the salad, you gain resistance 5 to fire and cold for 1 minute.
Main Item: Fire And IcebergLOTGB, page 46.
Snare 3
Price 10 gp
Category Snare
Anyone who opens the box triggers a clockwork mechanism that unleashes a 15-foot cone of fire. The cone issues forth in a random direction determined by the GM but always including the creature who opened the box. Those within the cone must succeed at a DC 17 basic Reflex save or take 4d6 fire damage.
Guns & Gears, page 80.
Item 9
Price 700 gp
Usage worn
Category Worn Item
Trovousun Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a wayfinder, these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Vofalais in exploring areas associated with their element. Each has the trait associated with its element.
The wayfinder can cast 4th-level fireball. Additionally, you gain resistance 5 to fire.
Main Item: Elemental WayfinderLOPSG, page 122.
Item
Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth
Price 5 gp
Bulk 2
Damage 1d6 piercing
Ammunition rounds; Range 10 ft.; Reload 2
Hands 2
Category Simple Ranged Weapon; Group Firearm
This amazingly simple projectile weapon is nothing more than a metal tube packed with black powder and a stopper, attached to the sharpened head of a javelin. A loaded fire lance can be wielded as a normal spear, though it requires an Interact action to regrip the weapon and hold it properly when switching from one use to another. Fire lances are most commonly found in Moutriavriam, though occasionally one makes its way all the way to Khaigraik, typically in the hands of a Moriakrik mercenary or caravan guard.
Guns & Gears, page 151.
Item
Price 50 sp
Bulk L
Damage 1d4 bludgeoning and 1d4 fire
Hands 1
Category Advanced Melee Weapon; Group Flail
These special poi are made from a rare, light metal or from fire-retardant fibers and can be ignited before being wielded. Igniting a pair of fire poi is an Interact action and requires 1 pint of oil for every 10 minutes the poi remain ignited. While lit, fire poi cast dim light in a 10-foot radius; in combat, they deal 1d4 bludgeoning plus 1d4 fire damage. On a critical hit with a lit fire poi, the target takes 1 persistent fire damage. The fire can be extinguished using the Interact action. When unlit, the poi deal only the listed bludgeoning damage. Regardless of whether it is lit, the poi's 1d4 bludgeoning damage is the weapon damage dice, so striking runes and other effects don't affect the fire damage.
Extinction Curse #1: The Show Must Go On, page 77.
Item 10
Price 940 gp
Usage worn
Category Worn Item
This dark-red ring is engraved with ashen symbols and smells faintly of smoke.
Advanced Player’s Guide, page 260.
Item
Price 1 sp
Bulk L
Hands 2
Category Adventuring Gear
This kit contains cleaning cloth, oil, small steel brushes, and other minor tools necessary for proper cleaning and maintenance of a firearm. Without a firearm cleaning kit, you can't perform the necessary tasks during your daily preparations to ensure that your firearm isn't at risk of misfiring under normal use conditions.
Guns & Gears, page 178.
Item 8
Price 1,000 gp; Ammunition alchemical fire barrel (50 gp, 3 Bulk)
Usage mounted (black powder); Space 10 feet high, 15 feet long, 12 feet wide
Crew 3 to 5
AC 22; Fort +16, Ref +9
Hardness 12, HP 70 (BT 35); Immunities object immunities; Resistances undefined
Speed 15 feet (pulled or pushed)This alchemical black powder hybrid siege weapon uses a blast of black powder to spray alchemical fire from a long metal nozzle, often sculpted or painted with designs resembling a dragon's neck and head. The nozzle turns on a ratcheted, rotating disc with a reservoir in the center to hold a barrel full of combustible alchemical liquid, using black powder to propel the fire. This main structure is atop a wheeled cart to allow it to be easily moved. Unlike most mounted siege weapons, a firedrake is intended to be wheeled out into the thick of a skirmish rather than shooting from a distance.
Guns & Gears, page 175.
Item 8
Price 75 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
When you consume firefoot popcorn, for 1 minute, you can Leap double the normal distance. You can also attempt to High Jump or Long Jump as a single action. If you do, you don't perform the initial Stride (nor do you fall if you don't Stride 10 feet). Each time you Leap 10 feet or more, your feet make a popping sound that can be heard from at least 100 feet, and the space you left fills with waves of intense heat. For 1 minute, that square is hazardous terrain that deals 1d6 fire damage to any creature that moves into it.
Treasure Vault, page 48.
Item 5+
Usage held in 1 hand; Bulk L
Category Consumable
These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a firestarter pellet to a fireball spell produces clinging flames that deal persistent fire damage to all who fail the saving throw against the effect (doubling on a critical failure).
Type firestarter pellets; Level 5; Price 25 gp
The persistent damage is 1d6.
Type greater firestarter pellets; Level 10; Price 175 gp
The persistent damage is 2d6.
Type major firestarter pellets; Level 15; Price 1,200 gp
The persistent damage is 3d6.
Secrets of Magic, page 168.
Item 5
Price 25 gp
Usage held in 1 hand; Bulk L
Category Consumable
These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a firestarter pellet to a fireball spell produces clinging flames that deal persistent fire damage to all who fail the saving throw against the effect (doubling on a critical failure).
Main Item: Firestarter PelletsSecrets of Magic, page 168.
Item 0
Price 1 cp +
Category Pet
No entries found.
LOTG, page 103.
Item
Price 8 sp
Bulk 1
Hands 2
Category Adventuring Gear
This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net.
Type Base; Price 1 sp
Type Professional; Level 3; Price 20 gp
Professional fishing tackle grants a +1 item bonus to checks to fish.
Core Rulebook, page 288.
Item
Price 1 sp
Bulk 1
Hands 2
Category Adventuring Gear
This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net.
Main Item: Fishing TackleCore Rulebook, page 288.
Item 23
Usage held in 2 hands; Bulk 2
Category Artifact
The barrel of this long rifle is translucent in places, forming a swirled pattern along the metal, and its stock is formed of crimson wood. Fithafaleith's Comet is a +4 major striking beast‑bane greater impactful advanced firearm with a range increment of 300 feet. It deals 5d8 force damage and has the backstabber, concussive, kickback, and fatal d12 traits. As a star gun, Fithafaleith's Comet runs on magic and doesn't use ammunition or black powder. The weapon is silent when fired.
Destruction If the Grim Reaper slays the wielder of Fithafaleith's Comet, the Reaper's scythe, as it strikes the killing blow, is destined to slice the star gun in half.
Treasure Vault, page 179.
Item 4+
Usage affixed to armor or a weapon
Category Spellheart
Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by Activating this item is +8, and the spell DC is 18.
Type five-feather wreath; Level 4; Price 90 gp
Type greater five-feather wreath; Level 8; Price 425 gp
Resistance when affixed to armor is 5, fly distance affixed to a weapon casting a non-cantrip spell is 25 feet, the spell attack roll is +14, and spell DC is 24.
Type major five-feather wreath; Level 12; Price 1,750 gp
Bonus affixed to armor is +2, resistance when affixed to armor is 10, fly distance affixed to a weapon casting a non-cantrip spell is 40 feet, spell attack roll is +19, and spell DC is 29.
Secrets of Magic, page 170.
Item 4
Price 90 gp
Usage affixed to armor or a weapon
Category Spellheart
Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by Activating this item is +8, and the spell DC is 18.
Secrets of Magic, page 170.
Item
Price 8 sp
Bulk 1
Damage 1d6 bludgeoning
Hands 1
Category Martial Melee Weapon; Group Flail
This weapon consists of a wooden handle attached to a spiked ball or cylinder by a chain, rope, or strap of leather.
Core Rulebook, page 280.
Snare 5
Price 25 gp
Category Snare
The snare takes the form of a Tiny, drake-like clockwork toy. When a creature enters its square the snare activates, causing the drake to spit a gout of fire in a 15-foot cone in the direction from which the creature entered.
For instance, if a creature entered the square coming from the east, the cone would point east, to hit any allies behind the triggering creature. Those within the cone must succeed a DC 19 basic Reflex save or take 6d6 fire damage. After spitting its fire, the snare falls apart.
Guns & Gears, page 79.
Item 13+
Usage held in 1 hand; Bulk 1
Category Weapon
This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius.
Type flame tongue; Level 13; Price 2,800 gp
Type greater flame tongue; Level 17; Price 13,800 gp
This is a +3 greater striking greater flaming longsword. When you activate the sword to cast produce flame, the spell is 9th level.
Activate command; Frequency once per day; Effect A 10-foot emanation of flame radiates from the greater flame tongue for 1 minute. All weapon and unarmed attacks by you and your allies within the area gain the effect of the flaming property rune.
Core Rulebook, page 600.
Item 13
Price 2,800 gp
Usage held in 1 hand; Bulk 1
Category Weapon
This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius.
Core Rulebook, page 600.
Rune 8+
Usage etched onto a weapon
Category Rune
This weapon is empowered by flickering flame. The weapon deals an additional 1d6 fire damage on a successful Strike, plus 1d10 persistent fire damage on a critical hit.
Type flaming; Level 8; Price 500 gp
Type greater flaming; Level 15; Price 6,500 gp
Increase the persistent damage on a critical hit to 2d10. Fire damage dealt by this weapon (including the persistent fire damage) ignores the target's fire resistance.
Core Rulebook, page 584.
Rune 8
Price 500 gp
Usage etched onto a weapon
Category Rune
This weapon is empowered by flickering flame. The weapon deals an additional 1d6 fire damage on a successful Strike, plus 1d10 persistent fire damage on a critical hit.
Main Item: FlamingCore Rulebook, page 584.
Item 3+
Usage affixed to armor or a weapon
Category Spellheart
A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17.
Type flaming star; Level 3; Price 55 gp
Type greater flaming star; Level 8; Price 425 gp
Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24.
Type major flaming star; Level 12; Price 1,750 gp
Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29.
Secrets of Magic, page 170.
Item 3
Price 55 gp
Usage affixed to armor or a weapon
Category Spellheart
A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17.
Secrets of Magic, page 170.
Item 1+
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be dazzled until they are no longer adjacent to it.
Type lesser; Level 1; Price 4 gp
Type moderate; Level 6; Price 35 gp
The beacon shines bright light in a 60-foot radius and dim light in the next 60 feet. Creatures within a 10-foot radius of the beacon must succeed at a DC 20 Fortitude save or be dazzled until they are no longer within 10 feet of it.
Type greater; Level 10; Price 180 gp
The beacon shines bright light in a 100-foot radius and dim light in the next 100 feet. Creatures within a 20-foot radius of the beacon must succeed at a DC 27 Fortitude save or be dazzled until they are no longer within 20 feet of it.
Additionally, on a critical failure, they are also blinded for 1 round.
Type major; Level 16; Price 1,500 gp
The beacon shines bright light in a 180-foot radius and dim light in the next 180 feet. Creatures within a 30-foot radius of the beacon must succeed at a DC 35 Fortitude save or be dazzled until they are no longer within 30 feet of it.
Additionally, on a critical failure, they are also blinded for 1 round.
Guns & Gears, page 69.
Snare 2
Price 5 gp
Category Snare
Using bioluminescent matter or alchemical reagents, you rig a short-lived flare to a trip wire or pressure plate. When a Small or larger creature enters the square, this flare shoots into the sky. To creatures with a clear view of the sky, this flare is visible from up to 2 miles away on a clear day or up to 5 miles away on a clear night.
Advanced Player’s Guide, page 256.
Item 2
Price 25 gp
Usage held in 2 hands; Bulk L
Category Held
This is a metal drinking flask, 4 inches in diameter and 10 inches tall. Its screw top is covered by four simple metal cups that nest together.
The GM can disallow the flask's use if it doesn't make sense in the moment for you to pull out a flask and start pouring, if drinks are inappropriate for the occasion, or if your target is absolutely not interested in sharing a drink with you. Drinks from the flask of fellowship are entirely social; they won't intoxicate anyone, nor alleviate serious thirst.
Secrets of Magic, page 184.
Item 25
Usage held in 1 hand; Bulk 1
Category Artifact
Each of the legendary Orbs of Dragonkind contains the essence and personality of a powerful dragon. The Orb of Gold Dragonkind was the most powerful of them all, until it was shattered by Dagra's draconic breath. Reconstructed at great expense by enslaved spellcasters toiling under the Scarlet Triad's watch, the Flawed Orb of Gold Dragonkind is a shadow of its prior self, yet it remains a potent weapon against dragons of all types.
While carried, the Flawed Orb of Gold Dragonkind grants its owner resistance 30 to the Breath Weapons of gold dragons. The owner also can sense if there are any dragons within 10 miles, or any gold dragons within 100 miles. When within 1 mile of a dragon, they can determine the direction to the dragon and the dragon's age category (such as young, ancient, or wyrm).
Destruction The Flawed Orb of Gold Dragonkind is resilient, but its imperfect nature leaves it vulnerable. It can be damaged or even destroyed by mundane attacks (Hardness 40, HP 200, BT 100). It has weakness 30 to the Breath Weapons and Strikes of gold dragons.
Age of Ashes #6: Broken Promises, page 75.
Item 3
Price 30 gp
Usage worn mask; Bulk L
Category Worn Item
A patchwork of humanoid flesh makes up this grotesque mask stitched together with black silk or wire. It is distinctive for its bulbous orange eye—crafted from a magical glass bauble—and wide row of teeth. When worn, the mask amplifies your ability to sense fear in other creatures. You automatically know the value of the frightened condition of any observed creature, and you gain a +1 item bonus to Perception checks to Seek frightened creatures. Whenever you deal precision damage to a frightened creature, you deal 1 additional precision damage. If you are not evil, you are drained 2 while wearing the Flayhook mask.
AoE2, page 76.
Item 3
Price 50 gp
Usage worn mask; Bulk L
Category Worn Item
A patchwork of humanoid flesh makes up a flayhook mask, which is stitched together with black silk or wire. It is distinctive for its bulbous orange eye—crafted from a magical glass bauble—and wide row of teeth. When worn, the mask amplifies your ability to sense fear in other creatures. You know the value of the frightened condition of any observed creature, and you gain a +1 item bonus to Perception checks to Seek frightened creatures. Whenever you deal precision damage to a frightened creature, you deal 1 additional precision damage. If you aren't evil, you are drained 2 while wearing a flayhook mask.
Treasure Vault, page 155.
Item 8
Price 480 gp
Usage held in 1 hand; Bulk 1
Category Held
This long, thin +1 striking wounding dagger has a smooth edge on one side and a serrated edge on the other. Its persistent bleed damage comes from slicing away long strips of the target's flesh, and it deals 1d8 persistent bleed damage on a hit instead of 1d6. A creature takes a –2 status penalty to saving throws against diseases for as long as it has persistent bleed damage from this knife.
The Slithering, page 60.
Item 0
Price 1 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
The flayleaf plant is relatively common, though the mildly euphoric effects of smoking its dried leaves increase when it's sourced from plants specifically grown to produce such effects.
Saving Throw DC 12 Fortitude; Onset 10 minutes; Maximum Duration 4 hours; Stage 1 +1 item bonus to saving throws against mental effects (1 hour); Stage 2 fatigued and +1 item bonus to saving throws against mental effects (1 hour); Stage 3 fatigued and stupefied 1 (1 hour); Stage 4 fatigued, frightened 2, stupefied 2 (1 hour)
Gamemastery Guide, page 120.
Item 5
Price 150 gp
Usage worn; Bulk L
Category Worn Item
A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time.
The baldric is grass green when charged, and it grants you the effects of fleet step. This baldric has the transmutation trait.
Main Item: Bravery BaldricTreasure Vault, page 145.
Item 5+
Usage envision
Category Worn Item
Originally developed as a body modification by oreads, fleshgems are crystals that can be implanted in the skin of a creature of any ancestry. While a fleshgem can be applied anywhere on the body for cosmetic purposes, the most common usage among adventurers is to implant them at the base of the fingers, to be used like brass knuckles.
Type combat fleshgem; Level 5; Price 160 gp
These pointed crystal shards embedded in your fingers grant you a fist Strike that deals 1d6 piercing damage, is in the brawling group, and has the magical and unarmed traits. Combat fleshgems can be enhanced with the effects of handwraps of mighty blows, as normal for an unarmed attack.
Type earthspeaker fleshgem; Level 8; Price 450 gp
You siphon your fleshgem's power, and the earth around you erupts in crystal stalagmites.
Activate to command; Frequency once per day; Requirements You are standing on the ground; Effect The ground around you erupts in a 10-foot burst of knee-high crystal shards that remain for 1 round, or 1 minute if you spent two actions. To all creatures other than you, the area is difficult terrain as well as hazardous terrain. Creatures that move through a space containing crystal shards take 2 piercing damage.
LOTGB, page 110.
Item 11
Price 1,250 gp
Usage worn; Bulk L
Category Worn Item
A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time.
The baldric is light blue when charged, and it grants you the effects of fly. This baldric has the transmutation trait.
Main Item: Bravery BaldricTreasure Vault, page 145.
Item
Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth
Price 6 gp
Bulk 1
Damage 1d6 slashing
Ammunition rounds; Range 30 ft.; Reload 1
Hands 2
Category Advanced Ranged Weapon; Group Firearm
A flingflenser is a goblin-designed weapon ending in an ovoid tube with a hatch and handle on the narrow end. A cluster of circular blades held together and attached to a black powder packet with a thin leather strap serves as ammunition and is loaded through the hatch before being fired with a flintlock or other external ignition mechanism. The flingflenser's sturdy design also places it among the more reliable goblin weapons.
Guns & Gears, page 151.
Item
Price 5 cp
Bulk —
Hands 2
Category Adventuring Gear
Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.
Core Rulebook, page 288.
Item
Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth
Price 7 gp
Bulk 1
Damage 1d6 piercing
Ammunition rounds; Range 70 ft.; Reload 1
Hands 2
Category Simple Ranged Weapon; Group Firearm
The most commonly available of firearms in Tobraid, the flintlock musket includes an external firing mechanism and an efficient and relatively compact frame. Though lacking the range and firing power of the arquebus preferred by Tobraid and Zouzeikod's military members, the flintlock musket is popular among civilians for its ease of use.
Guns & Gears, page 151.
Item
Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth
Price 6 gp
Bulk 1
Damage 1d4 piercing
Ammunition rounds; Range 40 ft.; Reload 1
Hands 1
Category Simple Ranged Weapon; Group Firearm
Though less accurate and powerful than a flintlock musket, the flintlock pistol is a preferred weapon of privateers thanks to its more compact size and affordability. Pirate captains often wear a brace of such pistols in a bandolier so they can draw and fire without stopping to reload.
Guns & Gears, page 151.
Item 11+
Usage strapped to 1 hand; Bulk L
Category Shield; Group Shield
A floating shield is usually carved with wing motifs. This buckler (Hardness 6, HP 24, BT 12) can protect you on its own.
Type floating shield; Level 11; Price 1,250 gp
Type greater floating shield; Level 16; Price 9,000 gp
You can activate the shield any number of times per day.
Core Rulebook, page 587.
Item 11
Price 1,250 gp
Usage strapped to 1 hand; Bulk L
Category Shield; Group Shield
A floating shield is usually carved with wing motifs. This buckler (Hardness 6, HP 24, BT 12) can protect you on its own.
Core Rulebook, page 587.
Item 5
Price 120 gp
Usage held in 1 hand; Bulk 1
Category Held
This surprisingly sturdy 3-foot-by-3-foot clay tile resembles a thick pressure plate. It can support up to 500 pounds of weight atop it before it is destroyed. The floorbell's nature is obvious at a glance, but mundane or magical means can obscure or camouflage the tile (such as by covering it in scattered leaves or by casting an illusory object spell) to make it harder to detect.
AoE2, page 75.
Rune 7
Price 360 gp
Usage etched onto a melee weapon with the monk trait
Category Rune
When you make a Flurry of Blows using the etched weapon and your first Strike reduces a creature to 0 Hit Points, you can make your second Strike with an echo of the weapon, increasing the reach to 30 feet.
The ghostly weapon looks like the etched weapon. Use your normal attack bonus and damage for the weapon instead of the damage listed in the spell, but use your Wisdom modifier instead of Strength when determining damage. You can choose to make a Flurry of Blows instead of a Strike when the spiritual weapon attacks; this still counts as your flourish for the turn.
You can Sustain this activation in the same manner as the spell.
Treasure Vault, page 33.
Item 3
Price 50 gp
Usage attached
Category Weapon Customization
These delicate clockwork wings enable thrown weapons to soar through the air at high speeds, performing turns and other aerial maneuvers midflight. Wind-up wings also have different types of special effects depending on the type.
Wind-up wings must be attached to a thrown weapon and wound to function. A thrown weapon with an attached set of wind-up wings can't have anything else attached to it, or the wings cease to function.
Attaching or detaching a pair of wind-up wings to a thrown weapon requires a repair kit, and the process takes 10 minutes. Winding an attached pair of wind-up wings takes three Interact actions. There are a variety of wind-up wings, with different effects.
When you make a thrown Strike with the weapon to which a pair of flutterback wind-up wings are attached, and the wings are wound, the wings fly the weapon back to your hand after the Strike is complete. If your hands are full when the weapon returns, the wings hover in place three feet above the ground. At the end of your turn, the wings are wound down; they don't function again until wound. If you aren't holding the weapon when the flutterback wind-up wings become wound down, the weapon falls to the ground.
Main Item: Wind-up WingsGuns & Gears, page 65.
Snare 20
Price 10,000 gp
Category Snare
When a creature enters the square, a deadly flying wheel of spinning blades launches at it, making a Strike with an attack modifier of +33 and dealing 8d8 slashing damage. Once on each of your turns, you can use an Interact action within 120 feet of the wheel to cause it to Fly up to 60 feet toward the creature it's chasing and make another Strike if it's within 5 feet of its target after it moves. After 1 minute, the spinning ceases and the wheel falls to the ground. Creatures can destroy the wheel to stop it (AC 37, Fort +29, Ref +20, HP 200, Hardness 10, object immunities).
Core Rulebook, page 590.
Item
Price 1 gp
Bulk L
Damage 1d6 slashing
Hands 1
Category Martial Melee Weapon; Group Knife
This single-edged blade has a guardless hilt. Often decorated with elaborate etchings, a flyssa is longer than most daggers but shorter than average for most swords, making it useful in close and pitched combat.
Treasure Vault, page 25.
Item 2+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Focus briefly calms your neurons, helping ease mental effects.
When you drink this elixir, the elixir attempts a counteract check with the listed counteract modifier to remove the confused or stupefied condition from a single source, using the source of that condition to determine the counteract level and DC.
Type lesser; Level 2; Price 5 gp
The serum has a +6 counteract modifier.
Type moderate; Level 4; Price 15 gp
The serum has a +8 counteract modifier.
Type greater; Level 12; Price 325 gp
The serum has a +19 counteract modifier.
Type major; Level 18; Price 3,250 gp
The serum has a +28 counteract modifier.
Advanced Player’s Guide, page 253.
Item 8+
Usage held in 1 hand; Bulk 1
Category Held
This simple carved box can fold or unfold into a boat when activated.
If the boat is occupied, the item can't be activated. Much like a magical structure (Core Rulebook 596), a folding boat can't harm creatures when it unfolds and creatures within it are set aside harmlessly when it folds.
Any items that were stored inside the box appear in the boat or ship. Items stored on the boat or ship form that are too large to fit inside the box form are ejected from the vehicle and appear on the ground adjacent to the box.
A folding boat with the broken condition must be repaired before it can change form again.
Type folding boat; Level 8; Price 500 gp
Type greater folding boat; Level 15; Price 6,000 gp
A greater folding boat's alternate form is a cutter, rather than a rowboat, piloted and crewed by ethereal sailors. The ethereal sailors don't prevent you from activating the boat to return it to a box.
LOTGB, page 76.
Item 8
Price 500 gp
Usage held in 1 hand; Bulk 1
Category Held
This simple carved box can fold or unfold into a boat when activated.
If the boat is occupied, the item can't be activated. Much like a magical structure (Core Rulebook 596), a folding boat can't harm creatures when it unfolds and creatures within it are set aside harmlessly when it folds.
Any items that were stored inside the box appear in the boat or ship. Items stored on the boat or ship form that are too large to fit inside the box form are ejected from the vehicle and appear on the ground adjacent to the box.
A folding boat with the broken condition must be repaired before it can change form again.
LOTGB, page 76.
Item 5
Price 160 gp
Usage varies (see text); Bulk varies (see text)
Category Held
You can unfold this virtuoso percussion instrument into a hand drum (1 Bulk), a marching drum set with a shoulder harness and back brace (3 Bulk), or a large standing drum set with a built-in stool (16 Bulk). Changing the folding drum's size is a 3-action Interact activity, and the drums must have sufficient open space to accommodate their new size.
Item 0
Price 3 gp
Usage held in 2 hands; Bulk 1 (3 unfolded)
Category Held
This multi-hinged, 10-foot ladder is useful for climbing upward or across dangerous pits. You can fold or unfold the ladder with two total Interact actions, which don't need to consecutive.
LOTGB, page 92.
Item 10
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
These savory breaded snacks stuffed with cheese, peppers, and "secret ingredients" of draconic or demonic origin are often offered alongside a challenge—complete a full portion and get a free drink. For 1 hour after consuming follypops, your stomach gurgles and rumbles with magical potential.
During this time, you can unleash magic in the area up to three times as a single action, which has the concentrate trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop.
Type hotpops
You begin to sweat profusely after consuming the serving. When you unleash magic, you breathe out a blast of fire in a 15-foot cone. Creatures in the cone take 4d6 fire damage with the first blast, 2d6 fire damage with the second blast, and 1d6 fire damage with the final blast. The creatures must attempt a basic Reflex save for each blast.
Type rotters
Your breath smells of rotting garbage after you consume the serving. When you unleash magic, you exhale a noxious breath in a 15-foot cone. Creatures in the cone take 4d6 poison damage with the first breath, 2d6 poison damage with the second breath, and 1d6 poison damage with the final breath. The creatures must attempt a basic Fortitude save for each breath.
Type sizzlers
Your skin crawls and your hair stands on end after consuming the serving. When you unleash magic, you release a bolt of lightning from your hand that travels in a 30-foot line. The first bolt deals 2d12 electricity damage, the second 1d12 electricity damage, and the third 1d6 electricity damage. The targeted creatures must attempt a basic Reflex save for each bolt.
LOTGB, page 47.
Item 10
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
These savory breaded snacks stuffed with cheese, peppers, and "secret ingredients" of draconic or demonic origin are often offered alongside a challenge—complete a full portion and get a free drink. For 1 hour after consuming follypops, your stomach gurgles and rumbles with magical potential.
During this time, you can unleash magic in the area up to three times as a single action, which has the concentrate trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop.
You begin to sweat profusely after consuming the serving. When you unleash magic, you breathe out a blast of fire in a 15-foot cone. Creatures in the cone take 4d6 fire damage with the first blast, 2d6 fire damage with the second blast, and 1d6 fire damage with the final blast. The creatures must attempt a basic Reflex save for each blast.
Main Item: FollypopsLOTGB, page 47.
Item 10
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
These savory breaded snacks stuffed with cheese, peppers, and "secret ingredients" of draconic or demonic origin are often offered alongside a challenge—complete a full portion and get a free drink. For 1 hour after consuming follypops, your stomach gurgles and rumbles with magical potential.
During this time, you can unleash magic in the area up to three times as a single action, which has the concentrate trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop.
Your breath smells of rotting garbage after you consume the serving. When you unleash magic, you exhale a noxious breath in a 15-foot cone. Creatures in the cone take 4d6 poison damage with the first breath, 2d6 poison damage with the second breath, and 1d6 poison damage with the final breath. The creatures must attempt a basic Fortitude save for each breath.
Main Item: FollypopsLOTGB, page 47.
Item 10
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
These savory breaded snacks stuffed with cheese, peppers, and "secret ingredients" of draconic or demonic origin are often offered alongside a challenge—complete a full portion and get a free drink. For 1 hour after consuming follypops, your stomach gurgles and rumbles with magical potential.
During this time, you can unleash magic in the area up to three times as a single action, which has the concentrate trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop.
Your skin crawls and your hair stands on end after consuming the serving. When you unleash magic, you release a bolt of lightning from your hand that travels in a 30-foot line. The first bolt deals 2d12 electricity damage, the second 1d12 electricity damage, and the third 1d6 electricity damage. The targeted creatures must attempt a basic Reflex save for each bolt.
Main Item: FollypopsLOTGB, page 47.
Item 9
Price 650 gp
Usage held in 1 hand; Bulk L
Category Shield; Group Shield
The edges of this elaborately engraved steel shield (Hardness 8, HP 32, BT 16) bear tiny glass tiles set in mosaic patterns.
Core Rulebook, page 587.