49 items, from Force Tiles to Fury Cocktail.
Force Tiles · Forensic Dye · Forge Warden · Forgefather's Seal · Forgetful Drops · Forgetful Ink · Forgotten Shell · Forgotten Signet · Forked Bipod · Formula Book (blank) · Fortification · Fortification · Fortifying Pebble · Fortress Plate · Fortress Shield · Fortune's Coin · Fortune's Coin · Fortune's Favor · Foudronal's Manifest · Four-Person Tent · Four-ways Dogslicer · Fox · Freeze Ammunition · Freezing Ammunition · Frenzy Oil · Frog · Frog Chair · Frost · Frost · Frost Brand · Frost Vial · Frost Worm Snare · Frostwalker Pattern · Frying Pan · Fu Water · Fulcrum Lattice · Full Pack Cantrip Deck · Full Plate · Fulminating Spear · Fulu Compendium · Fulu Of Fire Suppression · Fulu Of Flood Suppression · Fulu Of The Drunken Monkey · Fulu Of The Stoic Ox · Fulus Of Concealment · Fundamental Oil · Fungal Armor · Fungal Walk Musk · Fury Cocktail
Item 13
Price 525 gp
Usage held in 1 hand; Bulk L
Category Consumable
Light refracts in strange ways through these precisely ground glass tiles, lengthening the refracted force and causing it to push back. Adding this catalyst to a wall of force spell increases the wall's maximum length to 80 feet and maximum height to 40 feet and causes creatures that try to move into the wall's space (or are Shoved into the wall) to take 2d6 force damage.
Secrets of Magic, page 168.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Activating this vial of colorless liquid requires inserting a small amount of another chemical or material, such as blood or mud. The vial reacts rapidly, transforming into a murky, reddish-brown substance.
Once activated, the dye remains potent for up to 10 minutes, during which time you can spend 1 minute to brush it onto a single object of up to 1 Bulk or across the ground in a single 5-foot square. Where the dye comes in contact with an exact match for the activating chemical, it takes on a bright blue hue, while staying transparent in areas where there is no activating component present.
Advanced Player’s Guide, page 254.
Item 10
Price 975 gp
Usage held in 1 hand; Bulk 1
Category Shield; Group Shield
The religious symbol of Dregedeir, the forge god—an ornate hammer of dwarven construction—adorns the face of this reinforced steel shield (Hardness 10, HP 24, BT 12). The shield is a religious symbol of Dregedeir.
You and any adjacent allies have fire resistance 5 while you have the shield raised. When used for a Shield Block, the forge warden rings out like the hammer strike of a blacksmith, and the symbol glows as if lit by the fires of a furnace.
Core Rulebook, page 587.
Item 24
Usage etched onto armor
Category Artifact, Rune
This rune was created by Dregedeir, god of the forge, protection, and strategy, and shared with his greatest artisans and warriors. Dregedeir designed a small number of these seals as gifts to allied good deities; each one is nearly identical but has a different spell effect when using the reaction activation; for instance, Bedrud's seal casts sunburst instead of earthquake.
A seal constantly rings with the quiet sound of a hammer striking an anvil when etched onto a runestone. A Forgefather's seal can be etched only onto armor that can bear two or more property runes, and it is so powerful that it takes the place of two property runes. While wearing armor etched with a Forgefather's seal, you gain fire resistance 40. You ignore the armor's check penalty and Speed penalty (if any); if the armor is light or medium, increase its item bonus to AC by 1.
In addition, any shield you wield automatically recovers 10 Hit Points at the start of your turn each round.
Once you use this activation, you are turned into a perfect statue made from stone or metal that depicts you in a glorious pose honoring your sacrifice, and you can never be restored. The Forgefather's seal remains on this statue and can be transferred to another suit of armor or a runestone as normal.
Destruction Using the Forgefather's seal ability to bring the dead back to life on an evil demigod causes it to shatter in a violent explosion that destroys the seal and the statue made as part of the sacrifice, erasing all knowledge of the user from existence. It does, however, bring the evil demigod back to life.
Gamemastery Guide, page 109.
Item 3
Access Member of a secret society
Price 10 gp
Usage held in 1 hand; Bulk 1
Activate Interact
Category Poison
These innocuous, colorless drops can be poured directly into a victim's mouth, or slipped into their food or drink. They initially haze a victim's mind slightly, making them easier to fool; in later stages, they can lead to the victim entering a murderous confused state. Secret societies use these drops to befuddle a target or to frame them for violence.
Saving Throw DC 18 Fortitude; Onset 5 minutes; Maximum Duration 1 hour; Stage 1 stupefied 1 (10 minutes); Stage 2 stupefied 1 and clumsy 1 (20 minutes); Stage 3 stupefied 1, clumsy 1, and confused (30 minutes)
Dark Archive, page 78.
Item 6
Price 32 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
Used to write secret messages, a single dose of forgetful ink is enough to pen a page of text, often with flourishes extending to the page's edges. Anyone handling the page is exposed to the poison. This includes casual reading, unless the reader specifically takes precautions not to physically touch it. Unlike other poisons, forgetful ink retains its potency for one year, regardless of the number of victims exposed.
Saving Throw DC 20 Fortitude (secret); Onset 1 minute; Stage 1 The reader forgets the contents of the writing, recalling it as blank or as inconsequential text.
Strength of Thousands #1: Kindled Magic, page 75.
Item 13
Price 2,500 gp
Usage worn armor; Bulk 4
Category Armor
This +2 resilient full plate, crafted from grim plates of iron, covers the entire body except for small holes for the eyes and mouth. While wearing the armor, you gain the benefits of a nondetection spell. Additionally, creatures attempting to Recall Knowledge about a subject involving you must succeed at a DC 30 Will save. On a success, they can attempt the check normally. On a failure, they can still attempt the check, but even if they successfully Recall Knowledge, they don't remember you (although they might remember other details about the event). Creatures that fail their save can make another attempt to Recall Knowledge about you, but they must wait 24 hours to do so.
You can spend 1 hour using blacksmithing tools to bind a helpless Medium humanoid inside the suit, which welds the suit shut and makes it impossible to remove without breaking it (Hardness 9, HP 36, BT 18). The humanoid inside the suit counts as being Invested while bound in this fashion and can't break out of the suit on its own. If the suit is welded shut, the creature gains the benefits above but also the following penalties: Whenever the humanoid attempts a Deception, Diplomacy, Intimidation, or Performance check, they must roll twice and use the worse result. Additionally, creatures the humanoid encounters have an initial attitude toward them of one degree worse than they normally would (for instance, unfriendly instead of indifferent).
Craft Requirements Supply a casting of nondetection and outcast's curse.
AoE5, page 78.
Item 21
Usage worn; Bulk —
Category Artifact
At the center of this silver ring gleams an obsidian gem, its surface emblazoned with a bloodred rune of forgetting. While wearing a forgotten signet, you're subjected to mind blank (+32 counteract bonus) and easily fade from others' memory. Sapient creatures must attempt a DC 42 Will save each time you depart from their company or they forget you entirely.
Critical Success The creature's memories of you are normal.Success The creature remembers you and your interactions but has difficulty describing either to others. Each time they attempt to share information about these subjects with someone else, they relate only confusing or unclear details about you and this interaction.Failure The creature remembers your existence but no details about you or your interactions. For example, they remember speaking with an individual of your most basic biological traits, such as a human woman, but not your name, appearance, or other specific features.Critical Failure The creature retains no memories of you or this interaction. Destruction If a creature learns the true name of a forgotten signet's wearer and makes it public knowledge, that forgotten signet tarnishes and breaks in two.Treasure Vault, page 179.
Item
Price 3 sp
Bulk L
Damage 1d4 piercing
Hands 1
Category Simple Melee Weapon; Group Spear
Developed by Tobraid scouts who often don't have time to break down a tripod when beset by the chaotic mutant monsters of the Krougriaror Wastes, this two-pronged stabbing weapon can be used as a bipod to stabilize a gun with potent kickback. A forked bipod can be deployed or retrieved for use as a melee weapon as an Interact action.
Guns & Gears, page 150.
Item
Price 1 gp
Bulk L
Hands 1
Category Adventuring Gear
A formula book holds the formulas necessary to make items other than the common equipment from this chapter; alchemists typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there's no need for you to copy them into a specific book as long as you can keep them on hand to reference them.
Core Rulebook, page 288.
Rune 12+
Usage etched onto medium or heavy armor
Category Rune
A fortification rune wards against the most deadly attacks.
Each time you're critically hit while wearing the etched armor, attempt a DC 17 flat check. On a success, it becomes a normal hit. This property thickens the armor, increasing its Bulk by 1 and the Strength required to reduce its penalties by 2.
Type fortification; Level 12; Price 2,000 gp
Type greater fortification; Level 18; Price 24,000 gp
The flat check DC is 14.
Core Rulebook, page 582.
Rune 12
Price 2,000 gp
Usage etched onto medium or heavy armor
Category Rune
A fortification rune wards against the most deadly attacks.
Each time you're critically hit while wearing the etched armor, attempt a DC 17 flat check. On a success, it becomes a normal hit. This property thickens the armor, increasing its Bulk by 1 and the Strength required to reduce its penalties by 2.
Main Item: FortificationCore Rulebook, page 582.
Item 4
Price 13 gp
Usage affixed to armor, shield, or weapon
Activate envision; Trigger The affixed object would take damage.
Category Talisman
This small pebble is strangely dense and surprisingly durable, affixed to an object by a sturdy steel chain. When you activate the pebble, the affixed object takes 10 less damage.
LOCG, page 110.
Item 2
Price 32 gp
Bulk 5
AC Bonus +6; Dex Cap +0
Strength 18; Check Penalty –-3; Speed Penalty –10 ft.
Category Heavy Armor; Group Plate
Dwarves of Zouzeikod developed fortress plate, which is still popular in Tobraid and Zouzeikod. A trained wearer can adjust the articulated armor's overlapping layers of plates and panels to provide protection from missiles.
Treasure Vault, page 9.
Item 1
Price 20 gp
Bulk 5
AC Bonus +3/+4; Hardness 6; HP 24; BT 12
Speed Penalty –10 ft.
Category Shield; Group Shield
Also known as portable walls, these thick and heavy shields are slightly larger than tower shields. Like tower shields, they're typically made from wood reinforced with metal, but many are made from larger amounts of metal or even stone.
Treasure Vault, page 21.
Item 8+
Usage held in 1 hand; Bulk —
Category Held
This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. While it may seem nothing more than a curiosity, it's a powerful agent of fortune when activated.
Type fortune's coin; Level 8; Price 450 gp
Type platinum fortune's coin; Level 14; Price 4,000 gp
This coin is platinum instead of gold. The seraph side grants you a 14 instead of a 12.
Treasure Vault, page 114.
Item 8
Price 450 gp
Usage held in 1 hand; Bulk —
Category Held
This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. While it may seem nothing more than a curiosity, it's a powerful agent of fortune when activated.
Treasure Vault, page 114.
Item 3
Aspects luck and mind
Usage worn; Bulk —
Category Worn Item
Blessed by Moravreis, this striking silver necklace is adorned with sparkling sapphires that draw the eye of any who see it. Over the years, this necklace has appeared in many paintings and illustrations, usually around the neck of a carefree and daring adventurer or a stylish rake gambling vast sums of coin. Finding this relic is always seen as a sign of great fortune to come, but when that luck runs out, the necklace is lost just as quickly. Wearing the relic, you quickly realize how distracting it can be, granting you a +1 item bonus on Deception checks made to Feint and on Games Lore checks made to gamble or determine the outcome of a game of chance.
Minor Gifts beginner's luck, whammy
Major Gifts clean luck, perception filter
Grand Gift against all odds
Treasure Vault, page 204.
Item 6
Price 220 gp
Bulk L
Category Grimoire
This grim collection of spreadsheets is used both by undertakers who occasionally need to avoid the notice of their more restless clients, and by industrious necromancers looking to avoid catching the notice of cemetery guards and vigilant undertakers.
Treasure Vault, page 113.
Item
Price 5 gp
Bulk 1
Hands 2
Category Adventuring Gear
No entries found.
Main Item: TentCore Rulebook, page 288.
Item 12
Price 1,700 gp
Usage held in 1 hand; Bulk L
Category Held
This +2 striking dogslicer is obviously the work of a brilliant but scrappy artisan who valued versatility over safety. Four toothy gems line the blade's cutting edge, three of which glow—one with fiery red light, one with a chill blue, and one that gives off sparks—while the last is a glistening black. Each of these gems embodies a weapon property rune, but only one rune can be active at a time.
Advanced Player’s Guide, page 261.
Item 0
Price 8 sp
Category Pet
No entries found.
LOTG, page 103.
Item 5
Price 28 gp
Ammunition any
Activate Interact
Category Consumable
Freeze ammunition carries chilling reagents that activate on contact with the target. A creature hit by activated freeze ammunition takes cold damage instead of the weapon's normal damage type, plus 2 cold splash damage. Hitting a 5-foot-square surface successfully with freeze ammunition deals 2 cold splash damage and covers the space in a layer of ice. Each creature standing on the icy surface must succeed at a DC 20 Reflex save or Acrobatics check or else fall prone.
Creatures using an action to move onto the icy surface must attempt either a Reflex save or an Acrobatics check to Balance. Creatures that Step or Crawl don't need to attempt a check or save. The ice melts after 1 minute, although unusually hot or cold temperatures can change this duration at the GM's discretion. Dealing at least 1 point of fire damage to the ice removes it instantly.
Treasure Vault, page 42.
Item 5
Price 25 gp
Ammunition any
Activate Interact
Category Consumable
This chilly ammunition is dark blue and cold to the touch.
When activated freezing ammunition hits a target, the target must succeed at a DC 19 Fortitude save or be slowed 1 for 1 round by the intense cold (slowed 1 for 1 minute on a critical failure).
Advanced Player’s Guide, page 257.
Item 16
Price 1,500 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
This oil, which is pressed from vrock spores and mixed with a combination of acacia ash and thistle seeds, seeps into the skin of living creatures, initially inspiring irritability that unpredictably manifests as berserk rage.
Saving Throw DC 37 Fortitude; Onset 1d6 minutes; Maximum Duration 6 rounds; Stage 1 4d6 mental damage, quickened 1, attack nearby creatures as if confused (1 round); Stage 2 6d6 mental damage, attack nearby creatures as if confused (1 round); Stage 3 8d6 mental damage, fatigued, attack nearby creatures as if confused (1 round)
Item 0
Price 2 sp +
Category Pet
No entries found.
LOTG, page 103.
Item 8
Price 475 gp
Bulk 3
Category Wheelchair Assistive Item
This clockwork traveler's chair is shaped like a wheeled frog, with springs attached to the bottom and an extensible tongue on the front.
For 1 minute, whenever you Leap with the wheelchair, you can jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.
Guns & Gears, page 91.
Rune 8+
Usage etched onto a weapon
Category Rune
This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 24 Fortitude save.
Type frost; Level 8; Price 500 gp
Type greater frost; Level 15; Price 6,500 gp
The save DC is 34. Cold damage dealt by this weapon ignores the target's cold resistance.
Core Rulebook, page 584.
Rune 8
Price 500 gp
Usage etched onto a weapon
Category Rune
This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 24 Fortitude save.
Main Item: FrostCore Rulebook, page 584.
Item 16
Price 10,000 gp
Usage held in 2 hands; Bulk 2
Category Weapon
The blade of this +2 greater striking greater frost greatsword appears to be nothing but icy shards. The frost brand automatically extinguishes non-magical fires in a 20-foot emanation. While wielding it, you gain fire resistance 5.
Core Rulebook, page 601.
Item 1+
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls.
Type lesser; Level 1; Price 3 gp
The bomb deals 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot penalty.
Type moderate; Level 3; Price 10 gp
You gain a +1 item bonus to attack rolls, the bomb deals 2d6 cold damage and 2 cold splash damage, and the target takes a –10-foot penalty.
Type greater; Level 11; Price 250 gp
You gain a +2 item bonus to attack rolls, the bomb deals 3d6 cold damage and 3 cold splash damage, and the target takes a –10-foot penalty.
Type major; Level 17; Price 2,500 gp
You gain a +3 item bonus to attack rolls, the bomb deals 4d6 cold damage and 4 cold splash damage, and the target takes a –15-foot penalty.
Core Rulebook, page 545.
Snare 9
Price 115 gp
Category Snare
The snare takes the form of a Tiny frost worm clockwork toy. When a creature enters its square, the snare activates, causing the worm to let loose a 30-foot line of frost in the direction from which the creature entered the square. For instance, if a creature entered the square coming from the south, the worm would shoot the line south, to hit any allies of the triggering creature. Those within the line must succeed a DC 25 basic Reflex save or take 10d6 cold damage. After spitting its frost, the snare falls apart.
Guns & Gears, page 80.
Item 2
Price 30 gp
Usage tattooed on the body; Bulk —
Category Tattoo
Northern peoples design magical tattoos to protect against wintry weather, typically in geometric patterns with a combination of straight lines and whorls. This tattoo damage you take from severe environmental cold and reduces damage you take from extreme cold to equal that of severe cold.
Treasure Vault, page 120.
Item
Price 1 sp
Bulk L
Damage 1d4 bludgeoning
Hands 1
Category Simple Melee Weapon; Group Club
The cast-iron frying pan is an essential tool for adventuring halflings, gold panners, and remote tavern owners. Characters with the Halfling Weapon Familiarity ancestry feat are trained in the frying pan.
Treasure Vault, page 25.
Item 5
Price 21 gp
Usage held in 1 hand
Category Potion
Burnt fulu ashes float in this liquid, lending a distinctive red color and imparting it with a variety of purifying effects. Unlike many fulu items, fu water must be created using divine magic.
Secrets of Magic, page 161.
Item 11
Price 1,200 gp
Usage held in 2 hands; Bulk 2
Category Held
This silver and copper framework is shaped to hold four focusing lenses, one behind the other, from smallest to largest. It has a socketed base to be mounted into a stand, such as that found in a lighthouse lantern. The Fulcrum Lattice was specifically designed to hold the four fulcrum lenses from smallest to largest (ebon, crimson, ochre, emerald), and it hums slightly while within 10 feet of any fulcrum lens. A fulcrum lens slotted into the Fulcrum Lattice has no Bulk; the lattice remains at 1 Bulk and can be carried easily. Inserting or removing a lens from the Fulcrum Lattice requires a single Interact action.
The Fulcrum Lattice channels the power of fulcrum lenses joined with it. While you hold the Fulcrum Lattice, lenses socketed into it are considered to be in your hand for the purpose of activating their abilities. When you make a melee spell attack with a lens in the Fulcrum Lattice, you use the highest melee spell attack modifier of any lens in the lattice, or you can use your melee attack modifier with simple weapons if it's greater.
Item 1
Price 20 gp
Usage held in 1 hand
Category Held
In an effort to spread the knowledge of magic as widely as possible, worshippers of Khiziand discovered a way to bind cantrips into cards accessible even to non-spellcasters.
The deck contains thick parchment cards, each roughly half the size of a playing card. In precise, no-nonsense script, each card simply states the name of its cantrip, color-coded based on its school.
This pack contains 24 cards—one of each cantrip in the Core Rulebook.
Main Item: Cantrip DeckSecrets of Magic, page 181.
Item 2
Price 30 gp
Bulk 4
AC Bonus +6; Dex Cap +0
Strength 18; Check Penalty –3; Speed Penalty –10 ft.
Category Heavy Armor; Group Plate
Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor and a pair of gauntlets.
Core Rulebook, page 275.
Item 7
Price 360 gp
Usage held in 1 hand; Bulk 1
Category Held
This +1 striking returning spear is warm to the touch. The head of the spear is crafted from gold with ivory inlay and has a ruby set into the shaft. You can make the spear glow like a torch or suppress its light by using an action, which has the concentrate trait.
Item 9
Price 550 gp
Category Consumable
This pamphlet-sized book records the various symbols seen on fulu and also contains some ready-made magic on a special page that restores itself every day at sunrise.
Using the compendium as a reference grants a +2 item bonus to any skill checks to determine a fulu's function or authenticity.
Secrets of Magic, page 161.
Item 3
Price 10 gp
Usage affixed to a wall
Category Consumable
Duration 1 week The silver ink on this black paper charm ebbs in and out of sight, especially when caught out of the corner of your eye. Usually placed in the kitchen, this fulu slows the spread of fire in a 30-foot radius by half.
If the fulu itself catches fire, as it burns, it releases a shower of water in a 30-foot cone, automatically putting out non-magical fires in this area and attempting to counteract any magical fire effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early.
Secrets of Magic, page 159.
Item 3
Price 10 gp
Usage affixed to a wall
Category Consumable
Duration 1 week This blue fulu bears dark ink that slowly swirls and twists about itself, expanding and contracting on the paper over the course of the day in time with the tides. This fulu is most effective in the lowest area of a building, or near the most valuable or least-waterproof items. They're often seen as the rainy season approaches, with demand spiking just before a particularly large storm hits.
The fulu slows the spread of flooding water in a 30-foot radius by half, repelling the remaining water away. If the fulu becomes submersed, as the ink dissolves in the water, it releases a rush of heat in a 10-foot emanation, harmlessly vaporizing non-magical water in this area into steam and attempting to counteract any magical water effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early.
Secrets of Magic, page 159.
Item 5
Price 25 gp
Usage affixed to armor
Activate envision; Trigger You attempt a Fortitude save against an ingested poison.
Category Consumable
The monkey on this fulu sits on the point of the armor just over the bearer's stomach, happily drinking any intoxicants that come flowing down. When you activate the fulu, you gain a +2 status bonus on the triggering Fortitude save and on Fortitude saves against the same poison for the next minute.
If the triggering poison was normal alcohol, you instead automatically succeed at the triggering save and gain a +4 status bonus on saves against alcohol for 1 minute.
Secrets of Magic, page 159.
Item 5
Price 25 gp
Usage affixed to armor
Activate envision; Trigger You attempt a
Category Consumable
The ox on this fulu rests vigilantly on the point of the armor right over the bearer's heart, protecting the bearer against diseases and safeguarding their health. When you activate the fulu, you gain a +2 status bonus on the triggering Fortitude save and on all Fortitude saves against the same disease for the next minute.
Secrets of Magic, page 159.
Item 6
Price 40 gp
Usage affixed to the ground in four spaces along
Category Consumable
Duration 1 hour This fulu comes in four pieces, one placed in each cardinal direction. Choose one of the following traits when Activating the fulus: animal, beast, celestial, fey, fiend, humanoid, monitor, plant, or undead. Those within the fulus' circle upon activation (including the fulus themselves) gain the effect of invisibility sphere, but only against creatures with the chosen trait. If any of the fulus are moved or destroyed after activation, the effect ends.
Secrets of Magic, page 159.
Item 11
Price 220 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
Made of elemental salts and essences from the Inner Sphere or where such planes leak onto the Material Plane, fundamental oil is anathema to elementals and other creatures with a weakness to elemental damage. A weapon anointed with this oil acts as bane oil to elementals, but the damage type is the same as the target's greatest weakness if the target has weakness to acid, cold, electricity, fire, or sonic damage. If it has none of these, the additional damage is the same type as the weapon's damage type. These effects last 1 minute.
Treasure Vault, page 86.
Item 15
Price 7,200 gp
Usage worn armor; Bulk 1
Category Armor
This +2 greater resilient studded leather is made of hardened fungus. Every day the armor grows dozens of unusual mushrooms that can be used for cooking, infused reagents, or common spell material components.
Craft Requirements Supply a casting of cloudkill and gaseous form.
AoE5, page 77.
Item 5
Price 21 gp
Usage Held in 1 hand; Bulk L
Activate Interact
Category Consumable
This foul-smelling unguent dulls the odors and traces that fungus creatures detect. For 1 day after you slather this musk on your body, fungus creatures take a –4 penalty to Perception checks to Seek you or otherwise notice you. If a fungus creature is mindless, it instead has a –6 penalty.
The musk also grants you a +1 item bonus to AC against melee attacks from fungus creatures with no vision for the same period of time. The effects of fungal walk musk end immediately if you're submerged in water or subject to another olfactory effect.
Item 4+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages.
Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created.
Reflex saves.
Type lesser; Level 4; Price 15 gp
You gain a +2 item bonus to melee attack rolls, and the duration is 10 minutes.
Type moderate; Level 12; Price 360 gp
You gain a +3 item bonus to melee attack rolls, and the duration is 1 hour.
Type greater; Level 18; Price 4,000 gp
You gain a +4 item bonus to melee attack rolls, and the duration is 1 hour.
Treasure Vault, page 48.