Items: F (Part 2 of 3)

60 items, from Fingerprinting Kit to Force Shield.

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Part: 1 2 3

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

Fingerprinting Kit

Item 3

uncommon 

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.

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Fire And Iceberg

Item 7+

uncommon alchemical consumable 

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.

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Fire and Iceberg

Item 7

uncommon alchemical consumable 

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 Iceberg

LOTGB, page 46.

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Fire Box

Snare 3

uncommon clockwork consumable fire mechanical snare trap 

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.

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Fire Elemental Wayfinder

Item 9

fire 

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.

Activate [>>] command; Effect The wayfinder casts its associated spell.

The wayfinder can cast 4th-level fireball. Additionally, you gain resistance 5 to fire.

Main Item: Elemental Wayfinder

LOPSG, page 122.

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Fire Lance

Item

uncommon fatal d10 

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.

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Fire Poi

Item

uncommon agile backswing finesse twin 

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.

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Fire-jump Ring

Item 10

uncommon conjuration fire invested magical teleportation 

Price 940 gp

Usage worn

Category Worn Item

This dark-red ring is engraved with ashen symbols and smells faintly of smoke.

Activate [>>] envision, Interact; Frequency once per day; Effect You Stride (or Burrow or Fly, if you have the corresponding Speed) into any fire large enough to contain you, including magical fires. You vanish into the fire and take no damage from it. You can sense all sufficiently large fires within 100 feet of where you vanish, and you reemerge from any of those fires, either within the fire or adjacent to it. If you end your movement in the fire, it affects you as normal.

Advanced Player’s Guide, page 260.

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Firearm Cleaning Kit

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.

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Firedrake

Item 8

uncommon huge 

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.

Aim [>>] rotate 45º
Load [>>] (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch [>] (manipulate) 8d6 fire plus 1d6 persistent fire, 60-foot line or 30-foot cone, DC 23 Reflex. Switching between the firedrake's line or cone mode takes an Interact action, and any of the crew can perform the action.

Guns & Gears, page 175.

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Firefoot Popcorn

Item 8

alchemical consumable 

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.

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Firestarter Pellets

Item 5+

catalyst consumable magical 

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.

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Firestarter Pellets

Item 5

catalyst consumable magical 

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 Pellets

Secrets of Magic, page 168.

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Fish

Item 0

Price 1 cp +

Category Pet

No entries found.

LOTG, page 103.

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Fishing Tackle

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.

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Fishing Tackle

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 Tackle

Core Rulebook, page 288.

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Fithafaleith's Comet

Item 23

unique artifact magical transmutation 

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.

Activate [F] envision; Trigger You attempt a ranged Strike with Fithafaleith's Comet; Effect For the triggering Strike, Fithafaleith's Comet changes its damage type to your choice of acid, cold, electricity, fire, or sonic.
Activate [>] envision; Effect On your next attempt at a ranged Strike with Fithafaleith's Comet, the shot phases through any material or magical obstacle, such as a wall of force, in its path, ignoring all cover. You must attempt the Strike by the end of your turn or this effect is lost.

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.

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Five-feather Wreath

Item 4+

air magical spellheart transmutation 

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.

Activate Cast a Spell; Effect You cast gale blast.

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.

Activate Cast a Spell; Frequency once per day; Effect You cast wall of wind.

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.

Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level wall of wind.
Activate Cast a Spell; Frequency once per day; Effect You cast air walk.

Secrets of Magic, page 170.

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Five-Feather Wreath

Item 4

air magical spellheart transmutation 

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.

Activate Cast a Spell; Effect You cast gale blast.
Main Item: Five-feather Wreath

Secrets of Magic, page 170.

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Flail

Item

disarm sweep trip 

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.

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Flame Drake Snare

Snare 5

uncommon clockwork consumable fire mechanical snare trap 

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.

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Flame Navette

Item 16

abjuration consumable magical talisman 

Price 1,800 gp

Usage affixed to armor; Bulk —

Activate [>] envision; Requirements You're an expert in Will saves.

Category Talisman

This piece of bronzite is shaped like an oval with points at both ends. It has a carved flame at its center and is traditionally worn over the heart. You can activate only one flame navette per day. When you activate the navette, you gain the benefit of the fighter's Determination class feat, with a counteract modifier of +22. If you have the Determination feat, you can use your own modifier if it's better.

Core Rulebook, page 567.

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Flame Tongue

Item 13+

evocation fire magical 

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.

Activate [>>] command, Interact; Effect You cast the produce flame cantrip from the sword as a 7th-level arcane spell, using your melee attack modifier with flametongue as your spell attack modifier.

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.

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Flame Tongue

Item 13

evocation fire magical 

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.

Activate [>>] command, Interact; Effect You cast the produce flame cantrip from the sword as a 7th-level arcane spell, using your melee attack modifier with flametongue as your spell attack modifier.
Main Item: Flame Tongue

Core Rulebook, page 600.

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Flaming

Rune 8+

conjuration fire magical 

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.

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Flaming

Rune 8

conjuration fire magical 

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: Flaming

Core Rulebook, page 584.

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Flaming Star

Item 3+

evocation fire magical spellheart 

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.

Activate Cast a Spell; Effect You cast produce flame.

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.

Activate Cast a Spell; Frequency once per day; Effect You cast fireball.

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.

Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level fireball.
Activate Cast a Spell; Frequency once per day; Effect You cast wall of fire.

Secrets of Magic, page 170.

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Flaming Star

Item 3

evocation fire magical spellheart 

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.

Activate Cast a Spell; Effect You cast produce flame.
Main Item: Flaming Star

Secrets of Magic, page 170.

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Flare Beacon

Item 1+

uncommon consumable gadget 

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.

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Flare Snare

Snare 2

consumable mechanical snare trap visual 

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.

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Flask Of Fellowship

Item 2

conjuration magical 

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.

Activate [>] Make an Impression; Effect If you share drinks from a flask of fellowship as part of your Make an Impression action, the drink that pours from the flask happens to be exactly what the target of your efforts would most like to have a dram or two of—wine, spirits, hot ginger tea, or ice cold water with lemon, for example. You gain a +1 item bonus on your Diplomacy check.

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.

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Flawed Orb Of Gold Dragonkind

Item 25

unique artifact enchantment magical 

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).

Activate [>>] envision, Interact; Frequency three times per day; Effect You attempt to overwhelm a dragon's mind—while you cannot control the dragon, you can render it immobile for a short time. Choose a dragon within 60 feet; the dragon can attempt to resist the orb with a DC 30 Will saving throw (or higher with orb shards). Gold dragons take a –4 circumstance penalty to this saving throw. Any stun from this activation ends if the dragon is attacked or otherwise subject to a hostile act other than that of the orb.Critical Success The dragon is unaffected.Success The dragon is stunned 3.Failure The dragon is stunned for as long as the orb's wielder Sustains the Activation.Critical Failure As failure, but hostile actions don't end the dragon's stun.

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.

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Flayhook Mask

Item 3

uncommon divination divine evil invested magical 

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.

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Flayhook Mask

Item 3

uncommon divination divine evil invested 

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.

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Flaying Knife

Item 8

uncommon magical necromancy 

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.

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Flayleaf

Item 0

alchemical consumable drug ingested inhaled poison 

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.

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Fleet Bravery Baldric

Item 5

invested magical 

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.

Activate [>>] command, envision; Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type.

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 Baldric

Treasure Vault, page 145.

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Fleshgem

Item 5+

uncommon evocation invested primal 

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.

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Flight Bravery Baldric

Item 11

invested magical 

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.

Activate [>>] command, envision; Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type.

The baldric is light blue when charged, and it grants you the effects of fly. This baldric has the transmutation trait.

Main Item: Bravery Baldric

Treasure Vault, page 145.

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Flingflenser

Item

uncommon backstabber fatal d10 goblin scatter 5 ft. 

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.

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Flint and Steel

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.

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Flintlock Musket

Item

uncommon concussive fatal d10 

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.

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Flintlock Pistol

Item

uncommon concussive fatal d8 

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.

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Floating Shield

Item 11+

uncommon magical 

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.

Activate [>] Interact; Frequency once per day; Effect The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the Shield. Because you're not wielding the shield, you can't use reactions such as Shield Block with the shield, but you gain its benefits even when using both of your hands. After 1 minute, the shield drops to the ground, ending its floating effect. While the shield is adjacent to you, you can Interact to grasp it, ending its floating effect early.

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.

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Floating Shield

Item 11

uncommon magical 

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.

Activate [>] Interact; Frequency once per day; Effect The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the Shield. Because you're not wielding the shield, you can't use reactions such as Shield Block with the shield, but you gain its benefits even when using both of your hands. After 1 minute, the shield drops to the ground, ending its floating effect. While the shield is adjacent to you, you can Interact to grasp it, ending its floating effect early.
Main Item: Floating Shield

Core Rulebook, page 587.

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Floorbell

Item 5

uncommon abjuration magical 

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.

Activate [>>] command, Interact; Effect The floorbell must be activated on level ground. When you do, specify the amount of weight that triggers the floorbell's alarm system. When the amount of weight you specify (or more) is placed on the floorbell, it emits an ear-piercing wail clearly audible to a range of 150 feet. A floorbell can also ring an alarm if a weight you specify is removed from the floorbell, such as if you activated it while a heavy sack was on it.

AoE2, page 75.

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Flurrying

Rune 7

evocation magical 

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.

Activate [>>] command, envision (evocation, force); Frequency once per day; Effect The weapon casts a spiritual weapon spell.

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.

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Flutterback Wind-Up Wings

Item 3

rare clockwork 

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 Wings

Guns & Gears, page 65.

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Flying Blade Wheel Snare

Snare 20

consumable mechanical snare trap 

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.

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Flyssa

Item

agile finesse versatile P 

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.

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Focus Cathartic

Item 2+

alchemical consumable elixir healing 

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.

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Folding Boat

Item 8+

uncommon magical transmutation 

Usage held in 1 hand; Bulk 1

Category Held

This simple carved box can fold or unfold into a boat when activated.

Activate [>>] command, Interact; Effect The folding boat can take two shapes. The first is a wooden box that's 12 inches long, 6 inches wide, and 4 inches high; it weighs 1 Bulk and can store up to 1 Bulk of items. The other form is a rowboat (Gamemastery Guide 179). If the chosen form can't fit in the space, it takes the largest shape that does fit. You can activate the boat again to revert it to its original shape.

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.

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Folding Boat

Item 8

uncommon magical transmutation 

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.

Activate [>>] command, Interact; Effect The folding boat can take two shapes. The first is a wooden box that's 12 inches long, 6 inches wide, and 4 inches high; it weighs 1 Bulk and can store up to 1 Bulk of items. The other form is a rowboat (Gamemastery Guide 179). If the chosen form can't fit in the space, it takes the largest shape that does fit. You can activate the boat again to revert it to its original shape.

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.

Main Item: Folding Boat

LOTGB, page 76.

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Folding Drums

Item 5

uncommon magical transmutation 

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.

Activate [>] Interact (concentrate); Frequency once per hour; Effect You play a pounding rhythm on the drum. If the next action you use is to cast a composition cantrip that has an emanation, increase the area of the emanation by 30 feet.

Abomination Vaults #2: Hands of the Devil, page 72.

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Folding Ladder

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.

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Follypops

Item 10

uncommon consumable evocation magical 

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.

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Follypops (Hotpops)

Item 10

uncommon consumable evocation magical 

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: Follypops

LOTGB, page 47.

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Follypops (Rotters)

Item 10

uncommon consumable evocation magical 

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: Follypops

LOTGB, page 47.

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Follypops (Sizzlers)

Item 10

uncommon consumable evocation magical 

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: Follypops

LOTGB, page 47.

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Force Shield

Item 9

uncommon evocation force magical 

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.

Activate [>] command; Frequency once per day; Effect The shield surrounds you with a bubble of force that protects you from harm, granting you resistance 5 to physical damage for 1 minute. The bubble disappears if you cease holding the shield.

Core Rulebook, page 587.

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