60 items, from Fade Band to Fine Spyglass.
Fade Band · Faerie Dragon Liqueur · Faerie Queen's Bower · Fairy Bullet · Faith Tattoo · Faith Tattoo · Fake Blood Pack · Falaimakrer Shield · Falcata · Falchion · Falconsight Eye · Faligi Dueling Sword · Falovril Book · False Death · False Death Vial · False Death Vial · False Hope · False Manacles · False-Bottomed Mug · Falumoraekroan Orange Cat · Familiar Morsel · Familiar satchel · Familiar Tattoo · Fan Feather Token · Fan of the Four Winds · Fang Snare · Fanged · Fanged · Fangwire · Fashionable Wayfinder · Fate Shot · Fauchard · Fear Gem · Fearcracker · Fearless Sash · Fearsome · Fearsome · Fearweed · Feast of Hungry Ghosts · feast of hungry ghosts · Feather Step Stone · Feather Token · Feed · Feng Huo Lun · Ferret · Fiabraim's Construct Key · Fiabraim's Construct Key · Fiabraim's Greater Construct Key Fiabraim's Construct Key · Fiddle of the Maestro · Fiend Warding Tattoo · Fiend's Mouth Cannon · Fiendish Teleportation · Fighter's Fork · Fighting Fan · Fikreind's Ring · Final Blade · Final Rest · Fine Clothing · Fine Mask · Fine Spyglass
Item 12
Price 320 gp
Usage affixed to armor; Bulk —
Activate envision; Trigger An attack misses you; Requirements You are a master in Stealth.
Category Talisman
This thin, silvery wire wraps around your armor. When you activate the band, it casts a 2nd-level invisibility spell on you.
Core Rulebook, page 566.
Item 7+
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
Each draft of faerie dragon liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you use this breath weapon, you can't do so again for 1d4 rounds.
Critical Success The creature is unaffected.Success The creature is stupefied 1 for 1 round.Failure The creature is stupefied 1 for 1 minute and slowed 1 for 1d4 rounds.Critical Failure The creature is stupefied 2 and slowed 1 for 1 minute.Type young faerie dragon liqueur; Level 7; Price 70 gp
Type adult faerie dragon liqueur; Level 12; Price 400 gp
The save DC is 29.
Type wyrm faerie dragon liqueur; Level 17; Price 3,000 gp
The save DC is 37.
Treasure Vault, page 89.
Item 13
Usage worn armor; Bulk 1
Category Armor
Perception +23; precise vision (darkvision) 60 feet, imprecise hearing 30 feet
Communication telepathy (Celestial, Common)
Skills Diplomacy +25, Religion +25
Int +4, Wis +4, Cha +6
Will +25
A suit of autumn's embrace armor (page 14) can gain sapience when lovingly crafted by a fae monarch of sufficient power; a suit of faerie queen's bower is one such example. The armor is happy to give you and your companions counsel, hoping to guide you on a path of benevolence and aid you in battles against forces that seek to cause harm to the natural world. It refuses access to its magic to anyone who causes undue harm to plants or animals. In addition to the features and activation of autumn's embrace, faerie queen's bower has the following activation.
Treasure Vault, page 194.
Item 7
Price 65 gp
Ammunition round
Activate command, envision
Category Consumable
These bullets are seaweed-green, refract light like an emerald, and are covered in a thin film of gray-green powder. When fired, a fairy bullet creates an effect that functions as the glitterdust spell in a line between you and your target. This line can be no more than 60 feet long, so if the target is more than 60 feet away from you, the line simply ends after reaching its maximum distance. Since the fairy bullet is fired before the glitterdust can reveal the target, the effects don't affect the flat check for the attack roll with the fairy bullet.
Guns & Gears, page 170.
Item 4+
Usage tattooed on the body; Bulk —
Prerequisites worshipper of a deity, alignment matching the deity's follower alignments
Category Tattoo
You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit.
If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter.
Type faith tattoo; Level 4; Price 80 gp
Type greater faith tattoo; Level 8; Price 425 gp
The spell is 3rd level, and its DC is 24.
Type major faith tattoo; Level 12; Price 1,700 gp
The spell is 5th level, and its DC is 30.
Type true faith tattoo; Level 16; Price 8,000 gp
The spell is 7th level, and its DC is 35.
Craft Requirements silver worth 2 gp to include in the ink
Treasure Vault, page 120.
Item 4
Price 80 gp
Usage tattooed on the body; Bulk —
Prerequisites worshipper of a deity, alignment matching the deity's follower alignments
Category Tattoo
You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit.
If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter.
Craft Requirements silver worth 2 gp to include in the ink
Main Item: Faith TattooTreasure Vault, page 120.
Item 0
Price 1 gp
Usage worn under light armor or clothes; Bulk L
Category Consumable
Adventurers have found a number of uses for these animal blood–filled bladders, which were originally used in theatrical productions. Whenever you take slashing or piercing damage with the fake blood pack under your clothes or armor, roll a DC 11 flat check. On a success, the blood pack is punctured.
You or an ally can puncture the hidden pack intentionally.
When faking an injury, the blood pack grants a +2 item bonus to relevant Deception checks, such as to Lie about being injured. Abilities that trigger when a creature deals bleed damage, determine if a creature is bleeding, or are otherwise based on bleed damage don't trigger or apply for blood from a fake blood pack, which might mean creatures with such abilities automatically realize the ruse.
LOTGB, page 92.
Item 19
Price 23,000 gp
Usage held in 1 hand; Bulk 1
Category Held
This high-grade adamantine heavy rondache (Hardness 17, HP 100, BT 50) bears a +3 greater striking shield boss and has dents that resemble craters on its surface. While wielding the shield, you have fire resistance 15.
Treasure Vault, page 22.
Item
Price 3 gp
Bulk 1
Damage 1d8 slashing
Hands 1
Category Advanced Melee Weapon; Group Sword
The falcata is a heavy, one-handed sword with a single cutting edge, usually flaring to be wider towards the point of the weapon and narrower towards the hilt.
Treasure Vault, page 25.
Item
Price 3 gp
Bulk 2
Damage 1d10 slashing
Hands 2
Category Martial Melee Weapon; Group Sword
This weapon is a heavier, two-handed version of the curved-bladed scimitar. It is weighted toward the blade's end, making it a powerful slashing weapon.
Core Rulebook, page 280.
Item 6
Price 200 gp
Usage worn; Bulk L
Category Worn Item
This prosthetic eye resembles that of a bird of prey. Along with the abilities of the magical prosthetic eye, it allows you to strike foes at greater range and with impressive accuracy.
Treasure Vault, page 108.
Item 1
Price 20 gp
Bulk 1
Damage 1d8 slashing
Hands 1
Category Advanced Melee Weapon; Group Sword
An Faligi dueling sword is a slim, single-bladed dueling sword with a slight curve and a sharp, reinforced point. It deals 1d8 slashing damage. An faligi dueling sword is an advanced one-handed melee weapon in the sword weapon group.
LOWG, page 28.
Item 1
Price 10 gp
Bulk L or —
Category Adventuring Gear
This item is a formula book, religious text, or spellbook that has been creased—possibly by Princess Falovril herself—to fold up into an impossibly small shape. When folded up, the book can't be read or used, but its Bulk is reduced by 1 (a book that is 1 Bulk becomes light Bulk, and a book that is light Bulk becomes negligible in weight)
LOPSG, page 97.
Item 5
Price 25 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
Typically used to fake one's death, this poison swiftly causes the imbiber to lose consciousness and suppresses vital signs. A creature examining the unconscious target must succeed at a Medicine check against the imbiber's Deception DC + 4 to determine that the target is alive, and a critical success allows the examiner to determine that a toxin is causing the effect. The false death toxin has an extremely bitter taste (Perception DC 10 to detect), making it difficult to trick a creature into consuming the poison against its wishes.
Saving Throw DC 18 Fortitude; Onset 10 minutes; Maximum Duration 5 days; Stage 1 clumsy 2 (1 round); Stage 2 unconscious (1 hour); Stage 3 unconscious (1 day)
Item 13+
Usage affixed to explorer's clothing (or another item in the unarmored defense category); Bulk —
Activate envision; Trigger You would be reduced to 0 Hit Points by damage but not immediately killed; Requirements You are unarmored.
Category Talisman
This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing.
When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your wounded condition increases by 1, and the talisman casts drop dead on you. You and any items you're wearing and holding are instantly transported from your current space to a clear space of your choice within range. You take no damage from the triggering effect. If you are carrying another creature (even one contained inside an extradimensional container), it's left behind in your original space.
Type false death vial; Level 13; Price 600 gp
Type greater false death vial; Level 16; Price 2,000 gp
The talisman also teleports you to a clear space of your choice that you can see within 120 feet. This also transports any items you're wearing and holding with you, but if this would bring another creature with you—even if you're carrying it in an extradimensional container—the teleportation is canceled.
This effect has the teleportation trait.
Treasure Vault, page 93.
Item 13
Price 600 gp
Usage affixed to explorer's clothing (or another item in the unarmored defense category); Bulk —
Activate envision; Trigger You would be reduced to 0 Hit Points by damage but not immediately killed; Requirements You are unarmored.
Category Talisman
This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing.
When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your wounded condition increases by 1, and the talisman casts drop dead on you. You and any items you're wearing and holding are instantly transported from your current space to a clear space of your choice within range. You take no damage from the triggering effect. If you are carrying another creature (even one contained inside an extradimensional container), it's left behind in your original space.
Main Item: False Death VialTreasure Vault, page 93.
Item 17
Price 2,600 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
This poison is an insidious distillation of the venom of the boomslang snake. It acts slowly and cyclically, giving its victim a false sense that the poison has failed to take hold or its effects have ended. The GM makes the target's saving throws in secret during any stage that has no effect.
Saving Throw DC 37 Fortitude; Maximum Duration 10 rounds; Stage 1 no effect (1 round); Stage 2 10d8 poison damage (1 round); Stage 3 no effect; Stage 4 12d8 poison damage (1 round)
Treasure Vault, page 68.
Item
Price 10 gp
Hands 2
Category Adventuring Gear
These manacles are nearly indistinguishable from real manacles upon inspection, but contain a hidden release that enables a wearer who knows the location of the release to free themselves with a single Interact action. An observer who examines the manacles and succeeds at a DC 20 Perception check notices their false nature. On a critical success, the observer finds the location of the hidden catch as well.
LOPSG, page 114.
Item 0
Access Member of the Thaigred Network
Price 5 sp
Usage held in 1 hand; Bulk L
Category Held
This mug looks like any other; however, the bottom part unscrews to reveal a velvetlined chamber. These are primarily used by members of the Thaigred Network to sneak messages and small objects to other possible members. The Perception DC to discover the false bottom is 15 if someone specifically examines the mug.
Dark Archive, page 78.
Item 0
Price 3 cp +
Category Pet
The Falumoraekroan orange cat was bred to have short legs and a thick orange coat so it could easily hunt vermin in tight spaces. They were often kept as staff in noble houses. During the Falumoraekroan revolution, as noble households fell, these cats were left to fend for their themselves. While there's a substantial feral population, only one breeder of pedigreed Falumoraekroan orange cats remains, making them highly sought after.
LOTG, page 103.
Item 5
Price 30 gp
Usage held in 1 hand
Activate Interact
Category Consumable
Familiar morsels are little treats that come in a wide variety of flavors that appeal to numerous creatures. Each morsel is keyed to one familiar ability at its creation. When you feed the morsel to your familiar, it gains that familiar ability for 1 hour. If your familiar doesn't meet the requirements, or if it already has an ability from a familiar morsel, the morsel is nothing more than a pleasing snack, its magic wasted.
Treasure Vault, page 96.
Item
Price 5 gp
Bulk 1
Category Adventuring Gear
This armored case is made to protect any Tiny or smaller creature contained within. It includes air holes (which can be plugged with cork stoppers for underwater travel) and two receptacles for food and water. Any creature inside has neither line of sight nor line of effect to the outside world but also cannot be targeted by attacks that require a line of effect while in the satchel. However, an area effect that deals enough damage to break the case also damages the creature inside. The satchel is made of leather (Hardness 4, HP 16, BT 8). A creature can enter or exit the satchel by using a total of 2 actions: an Interact action to open the satchel and a single action with the move trait to enter or exit.
LOPSG, page 114.
Item 3
Price 60 gp
Usage tattooed on the body
Category Tattoo
This tattoo typically consists of an image of a small animal or of a familiar's name written in runes. Your familiar can meld into your familiar tattoo to be carried in your skin. The familiar must spend a single action, which has the magical, move, and transmutation traits, to meld into or exit your tattoo. It must be adjacent to you to meld into your tattoo, and it exits your tattoo in an open space adjacent to you.
Any of the familiar's companion items remain on it, but it can't carry any other items with it. This tattoo is non-magical if you don't have a familiar or if your familiar doesn't remain present for the entire tattooing process. If your familiar dies, this tattoo loses its magic and becomes a mundane tattoo.
Secrets of Magic, page 164.
Item 4
Price 15 gp
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
Each feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description.
Activating this feather requires you to fan it in a given direction.
If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20).
Main Item: Feather TokenCore Rulebook, page 570. Reprinted in BB.
Item 4
Aspects air
Usage held in 1 hand; Bulk L
Category Held
The fan of the four winds once belonged to a sage of Niatros and was passed down as a sacred relic for generations to those found worthy. Since that time, no one has unlocked the fan's full powers, though many devout priests have used it to aid them in their travels. A worthy member of this order might receive the fan as a reward, as could a suitable helper of the clergy. The fan might also have been lost, allowing for a new wielder to find it. The fan of the four winds has the following activation.
Minor Gifts feather steps, wind barrier
Major Gifts lightning storm, propelling winds
Grand Gift living storm
Treasure Vault, page 204.
Snare 4
Price 15 gp
Category Snare
You set snake fangs, poison stingers, or other venomous animal parts in the ground where they can be touched or stepped on by a creature that enters the snare's square.
The first creature to enter the square must attempt a DC 20 Reflex saving throw.
Success The target is unaffected.Failure The target takes 1 piercing damage and 2d8 poison damage.Critical Failure The target takes 2 piercing damage and 4d8 poison damage.Extinction Curse #1: The Show Must Go On, page 76.
Rune 2+
Usage etched onto a melee weapon
Category Rune
When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged weapon in your mouth, you can transform into an animal.
Type fanged; Level 2; Price 30 gp
Type greater fanged; Level 8; Price 425 gp
In animal form, you gain low-light vision and a +5-foot item bonus to your Speed.
Type major fanged; Level 15; Price 6,000 gp
In animal form, you gain low-light vision, imprecise scent to a range of 30 feet, and a +10-foot item bonus to your Speed.
LOTGB, page 106.
Rune 2
Price 30 gp
Usage etched onto a melee weapon
Category Rune
When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged weapon in your mouth, you can transform into an animal.
LOTGB, page 106.
Item
Price 4 gp
Bulk L
Damage 1d4 slashing
Hands 1
Category Martial Melee Weapon; Group Brawling
This kobold wire is thin and hard to see, making it perfect for an ambush. The wielder wraps the wire around a vulnerable spot, such as the neck, and twists it to inflict potentially fatal lacerations. The name derives from the use of a similar wire in traps, or slow fangs, with the word "slow" removed, as a fangwire gets quick results.
LOAG, page 139.
Item 3
Price 50 gp
Usage worn
Category Worn Item
Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder (Core Rulebook 617), a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation.
LOPSG, page 122.
Item 6
Price 50 gp
Ammunition any
Activate command
Category Consumable
Fate shot is made of a nickel‑steel alloy carved with the smiling face of a comedic player on one side, while the other side holds the frown of a tragic dramatist. When you hit a target with this ammunition, roll a DC 11 flat check. On a success, treat all the damage dice for your attack as though they rolled the average damage +1, rounded up (for example, a fate shot arrow fired from a shortbow would normally deal 1d6, which has an average of 3.5, so you deal 5 damage). This doesn't affect additional damage dice that only happen on a critical hit, such as those added by the deadly trait. On a failure, roll the damage, but your target takes half damage, and you take the remaining amount as mental damage.
Treasure Vault, page 81.
Item 0
Price 14 sp
Bulk 2
Damage 1d8 slashing
Hands 2
Category Martial Melee Weapon; Group Polearm
A fauchard is similar to a glaive, save that its cutting edge is along the concave side. Fauchards are favored by Crimson Shaegraem for hacking through waves of zombies. The fauchard is a martial melee weapon.
LOCG, page 92.
Item 4
Price 20 gp
Usage affixed to a weapon; Bulk —
Activate Intimidating Strike
Category Talisman
Dark smoke seems to writhe within this obsidian gem. When you activate the gem, you make an Intimidating Strike, as the fighter feat.
If you have the Intimidating Strike feat, increase the frightened condition value from this Intimidating Strike to frightened 2, or frightened 3 on a critical hit.
Core Rulebook, page 566.
Item 5
Price 25 gp
Usage held in 1 hand; Bulk L
Activate Cast a Spell
Category Consumable
A fearcracker contains fragments of broken mirrors and reagents that pop and smoke when consumed. When thrown down in your space as part of a mirror image spell, your and your images' appearance twists nightmarishly. When an image is destroyed, it "dies" in a disturbing fashion, rendering the attacker frightened 1. This aspect of the spell has the emotion, fear, and mental traits.
Treasure Vault, page 74.
Item 7
Price 325 gp
Usage worn belt
Category Worn Item
A feeling of security radiates out from this sash made of fine yellow fabric. You gain a +1 status bonus to saves against fear.
Treasure Vault, page 146.
Rune 5+
Usage etched onto a weapon
Category Rune
When you critically hit with this weapon, the target becomes frightened 1.
Type fearsome; Level 5; Price 160 gp
Type greater fearsome; Level 12; Price 2,000 gp
When you critically hit with this weapon, the target becomes frightened 2.
Advanced Player’s Guide, page 260.
Rune 5
Price 160 gp
Usage etched onto a weapon
Category Rune
When you critically hit with this weapon, the target becomes frightened 1.
Main Item: FearsomeAdvanced Player’s Guide, page 260.
Item 10
Price 160 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
Cultivated by mashing and fermenting toxic weeds found in lonely graveyards, fearweed is a greenish paste magically infused with psychic horror. The frightened condition from fearweed can't be removed while the poison lasts.
Saving Throw DC 30 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 7d6 poison damage and frightened 1 (1 minute); Stage 2 8d6 poison damage and frightened 2 (1 minute); Stage 3 9d6 poison damage and frightened 3 (1 minute)
Craft Requirements Supply one casting of 4th-level fear.
AoE4, page 77.
Item 9+
Activate 1 hour Interact
Category Consumable
This lavish meal with meats, fresh and dried fruits, grains, and wine smells absolutely scrumptious, especially to undead. It comes complete with dishes and dining utensils. You spend an hour setting up this feast to feed one undead creature, who is present throughout the process. The undead must be willing, but the food smells delicious and feeds any unusual hunger the undead has, so an undead motivated mainly by hunger will usually be willing to dine. Incorporeal undead consume the various essences of the meal, allowing them to eat it despite their lack of a body. After it has consumed the meal, the undead becomes friendly to you for 24 hours, or until you take actions to antagonize or anger it. The meal also sates the undead during that time, which could allow an undead with an unnatural hunger to stave off that hunger for a time.
If you eat or drink a morsel of the leftover meal after the undead has eaten its fill, you can communicate with the undead as if you shared a language. Though you can feed a meal to a mindless undead, it does not give the mindless undead or you the ability to communicate with one another.
Type feast of hungry ghosts; Level 9; Price 120 gp; Bulk 3
Type banquet of hungry ghosts; Level 12; Price 350 gp; Bulk 8
This feast feeds up to 4 willing undead.
Book of the Dead, page 19.
Item 9
Price 120 gp
Bulk 3
Activate 1 hour Interact
Category Consumable
This lavish meal with meats, fresh and dried fruits, grains, and wine smells absolutely scrumptious, especially to undead. It comes complete with dishes and dining utensils. You spend an hour setting up this feast to feed one undead creature, who is present throughout the process. The undead must be willing, but the food smells delicious and feeds any unusual hunger the undead has, so an undead motivated mainly by hunger will usually be willing to dine. Incorporeal undead consume the various essences of the meal, allowing them to eat it despite their lack of a body. After it has consumed the meal, the undead becomes friendly to you for 24 hours, or until you take actions to antagonize or anger it. The meal also sates the undead during that time, which could allow an undead with an unnatural hunger to stave off that hunger for a time.
If you eat or drink a morsel of the leftover meal after the undead has eaten its fill, you can communicate with the undead as if you shared a language. Though you can feed a meal to a mindless undead, it does not give the mindless undead or you the ability to communicate with one another.
Main Item: Feast of Hungry GhostsBook of the Dead, page 19.
Item 3
Price 8 gp
Usage affixed to armor; Bulk —
Activate envision; Trigger You Stride or Step
Category Talisman
You are an expert in Acrobatics.
This stone, usually shaped as a cabochon, is a small chunk of amber with a bit of feather or a flying insect caught within it.
When you activate the stone, you ignore the effects of any difficult terrain and greater difficult terrain you move through until the end of your turn.
Core Rulebook, page 567.
Item 1+
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
Each feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description.
Type anchor; Level 7; Price 55 gp
This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40).
Type bird; Level 3; Price 8 gp
When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient.
The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified.
Type chest; Level 3; Price 10 gp
When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest.
Type fan; Level 4; Price 15 gp
Activating this feather requires you to fan it in a given direction.
If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20).
Type holly bush; Level 2; Price 6 gp
When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries.
While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn't heal you if you don't eat it within the span of your Interact action.
If activated on soil, the plant continues to grow and thrive (although it doesn't produce any more healing berries). If activated elsewhere, it withers and dies within 1d4 days.
Type ladder; Level 1; Price 3 gp
When activated, this feather transforms permanently into a 20-foot-long wooden ladder.
Type swan boat; Level 8; Price 76 gp
This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day.
Type tree; Level 6; Price 38 gp
This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable.
Type whip; Level 9; Price 130 gp
This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing, at which point it vanishes.
If the whip's target isn't prone, the whip uses its actions to attempt to Trip that creature instead of making a Strike. The whip's total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a dancing weapon.
Type balloon; Level 6; Price 50 gp
This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and filled with hot air. Handles on the bottom of the balloon allow up to two creatures sized Medium or smaller to hold onto the balloon. One round after being activated, the balloon rises up into the air at a speed of 20 feet per round. After rising for 3 rounds, the balloon floats in place for two rounds as the air inside cools, then descends at a speed of 20 feet per round. When the balloon reaches its original elevation, the balloon deflates.
Type puddle; Level 3; Price 8 gp
When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day.
Core Rulebook, page 570. Reprinted in BB.
Item 0
Category Animal Caretaking Adventuring Gear
No entries found.
Type standard; Price 1 cp (1 week's feed)
Type unique; Price 1 sp (1 week's feed)
LOTG, page 103.
Item
Price 2 gp
Bulk L
Damage 1d4 slashing
Hands 1
Category Advanced Melee Weapon; Group Knife
Also known as wind and fire wheels, these large, flat steel rings feature several protruding blades typically stylized to resemble flames.
Treasure Vault, page 25.
Item 0
Price 1 sp
Category Pet
No entries found.
LOTG, page 103.
Item 8+
Usage worn
Category Worn Item
Worn on a necklace, this intricate key grants you greater facility with constructs. The key alerts you to constructs lurking around you. Whether or not you are Investigating, the GM automatically rolls secret Recall Knowledge checks for you when you see a construct pretending to be a normal object, statue, or the like. Typically, this check is Arcana, Crafting, or an appropriate Lore skill. On a success, you recognize the presence of the construct and gain the usual benefits of Recall Knowledge.
While you're wearing the key, if your attack reduces a construct to 0 Hit Points, instead of destroying it completely, you can send it into a dormant state, from which you can study its inner workings and possibly (at the GM's discretion) spend time and money to reprogram or repurpose it. Even if you don't subvert it, you can Repair a construct rendered dormant this way, allowing you to return tomb guardians to their vigil after you've battled them. Additionally, you can activate the key in two ways to call a construct to serve you.
The key casts 3rd-level summon construct.
Type Fiabraim's construct key; Level 8; Price 450 gp
Type Fiabraim's greater construct key; Level 12; Price 1,750 gp
A greater key allows you to fully comprehend and thus partially bypass a construct's resistances. You ignore the first 5 resistance a construct has against your damaging effects, whether martial or magical. Additionally, the key's first activation casts a 5th-level summon construct, and its second activation lasts 8 hours.
LOPSG, page 124.
Item 8
Price 450 gp
Usage worn
Category Worn Item
Worn on a necklace, this intricate key grants you greater facility with constructs. The key alerts you to constructs lurking around you. Whether or not you are Investigating, the GM automatically rolls secret Recall Knowledge checks for you when you see a construct pretending to be a normal object, statue, or the like. Typically, this check is Arcana, Crafting, or an appropriate Lore skill. On a success, you recognize the presence of the construct and gain the usual benefits of Recall Knowledge.
While you're wearing the key, if your attack reduces a construct to 0 Hit Points, instead of destroying it completely, you can send it into a dormant state, from which you can study its inner workings and possibly (at the GM's discretion) spend time and money to reprogram or repurpose it. Even if you don't subvert it, you can Repair a construct rendered dormant this way, allowing you to return tomb guardians to their vigil after you've battled them. Additionally, you can activate the key in two ways to call a construct to serve you.
The key casts 3rd-level summon construct.
LOPSG, page 124.
Item 12
Price 1,750 gp
Usage worn
Category Worn Item
Worn on a necklace, this intricate key grants you greater facility with constructs. The key alerts you to constructs lurking around you. Whether or not you are Investigating, the GM automatically rolls secret Recall Knowledge checks for you when you see a construct pretending to be a normal object, statue, or the like. Typically, this check is Arcana, Crafting, or an appropriate Lore skill. On a success, you recognize the presence of the construct and gain the usual benefits of Recall Knowledge.
While you're wearing the key, if your attack reduces a construct to 0 Hit Points, instead of destroying it completely, you can send it into a dormant state, from which you can study its inner workings and possibly (at the GM's discretion) spend time and money to reprogram or repurpose it. Even if you don't subvert it, you can Repair a construct rendered dormant this way, allowing you to return tomb guardians to their vigil after you've battled them. Additionally, you can activate the key in two ways to call a construct to serve you.
The key casts 3rd-level summon construct.
A greater key allows you to fully comprehend and thus partially bypass a construct's resistances. You ignore the first 5 resistance a construct has against your damaging effects, whether martial or magical. Additionally, the key's first activation casts a 5th-level summon construct, and its second activation lasts 8 hours.
Main Item: Fiabraim's Construct KeyLOPSG, page 124.
Item 16
Price 10,000 gp
Usage held in 2 hands; Bulk L
Category Coda
This exquisite fiddle is perfectly carved and balanced to produce the purest sound while granting its player perfect balance and poise. It grants a +2 item bonus to Performance checks. If you're a master in Performance, while playing it you also gain a +1 status bonus to Reflex saves and a +1 item bonus to Dexterity-based skill checks. If you're legendary in Performance, the bonuses are +2.
When you Perform with the fiddle, you can choose to create a harsh and discordant note. You critically fail the Performance check, shred the strings of the fiddle, and create an 8th-level sound burst, with a 40-foot emanation around you instead of a 10-foot burst. The fiddle can't be played again until the strings are replaced at a cost of 200 gp.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Treasure Vault, page 136.
Item 7
Price 300 gp
Usage tattooed on the body
Category Tattoo
Many cultures of Falavririak have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Neikhutaeth.
You gain resistance 2 to spells cast by fiends and magical attacks by fiends, which increases to 5 when the tattoo is activated.
Main Item: Warding TattooSecrets of Magic, page 165.
Item 11
Price 2,800 gp; Ammunition cannonball (10 gp, 6 Bulk)
Usage mounted (black powder); Space 15 feet long, 15 feet wide, 15 feet high
Crew 3 to 6
AC 26; Fort +21, Ref +13
Hardness 18, HP 90 (BT 45); Immunities object immunities
Fiend's mouth cannons are large-scale cannons designed to blast a target at great distance, from a stationary location.
They get their name from the fiendish features usually adorning their barrels and frames. Compared to a standard field cannon, a fiend's mouth cannon can be aimed more easily, but flexibility comes at the cost of mobility. The barrel rests on a platform which can be rotated 360 degrees to allow for precise aiming.
Guns & Gears, page 174.
Item 11
Category Contract
You tap into the fiendish ability to slip through space. When you Stride, you gain a +3 item bonus to Armor Class against reactions triggered by your movement. Once per day, from any distance, Vizux Naetron II can call on a provision in your Naetron contract as a single action, causing you to become paralyzed for 1 hour or until Vizux releases you, whichever comes first.
LOL, page 10.
Item 3
Price 50 gp
Usage held in 1 or 2 hands; Bulk 1
Category Weapon
This +1 trident, usually engraved with a decorative pattern resembling fish scales, is a common weapon among warriors of aquatic ancestries.
Core Rulebook, page 600.
Item
Price 11 sp
Bulk L
Damage 1d4 slashing
Hands 1
Category Martial Melee Weapon; Group Knife
This fan is useful for elegant dances as well as for slicing unsuspecting foes with the blades along its outer edge. If used in performances, it might be disguised as a frilly accessory, or it might be an obvious, though elegant, weapon.
Treasure Vault, page 25. Originally in LOGM.
Item 7
Price 360 gp
Usage worn; Bulk —
Category Worn Item
This ring contains dozens of minute, interlocking bronze gears that buzz incessantly. The ring grants you a +1 item bonus to all Crafting checks to construct or repair clockworks.
On a failure, the fikreind's ring exhausts itself, and you can't activate it again until the next time you make your daily preparations.
OoA2, page 79.
Item 20
Bulk 40
Category Artifact
A Large or smaller restrained or willing creature can be executed by a final blade.
As an artifact, a final blade cannot be harmed by any but a very specific means.
The soul of a creature executed with a final blade is trapped, and the creature can't be returned to life through any means, even a miracle or similar magic. A final blade can hold any number of souls in this way, and they can be released only through a complex ritual known only to the Gray Gardeners or through the destruction of the final blade.
Item 18
Price 24,000 gp
Usage held in 1 hand; Bulk 1
Category Held
This +3 greater disrupting greater striking silver longsword is made from the purest silver. The blade is carefully etched to depict a vast and sprawling necropolis, a place where the dead are laid to rest. Whenever you critically hit an undead creature with final rest, the undead creature takes 3d6 persistent good damage, with a DC 36 Fortitude save.
Critical Success No effect.Success The creature takes half the persistent good damage.Failure The creature is stunned 1 and takes the full persistent good damage.Critical Failure The creature is stunned 3 and takes double the persistent good damage.Craft Requirements The initial raw materials must include 4,950 gp of silver.
Book of the Dead, page 19.
Item
Price 2 gp
Bulk L
Category Adventuring Gear
Fine clothing, suitable for a noble or royal, is made with expensive fabrics, precious metals, and intricate patterns. You can wear only one tool set of light Bulk with fine clothing, instead of the normal limit of 2 Bulk.
Main Item: ClothingCore Rulebook, page 288.
Item 0
Price 2 gp
Usage worn mask
Category Worn Item
A mask helps you use the Impersonate action to pass yourself off as someone you aren't.
This well-crafted mask, suitable for a noble at a masquerade, is made with impeccable craftsmanship and expensive material, such as porcelain and gold filigree.
Main Item: MaskLOTGB, page 92.
Item 4
Price 80 gp
Bulk L
Hands 2
Category Adventuring Gear
A typical spyglass lets you see eight times farther than normal.
A fine spyglass adds a +1 item bonus to Perception checks to notice details at a distance.
Main Item: SpyglassCore Rulebook, page 288.