Items: F (Part 1 of 3)

60 items, from Fade Band to Fine Spyglass.

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Part: 1 2 3

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

Fade Band

Item 12

consumable illusion magical talisman 

Price 320 gp

Usage affixed to armor; Bulk —

Activate [F] 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.

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Faerie Dragon Liqueur

Item 7+

uncommon consumable enchantment magical mental potion 

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.

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Faerie Queen's Bower

Item 13

rare divine good intelligent invested transmutation 

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.

Activate [>>] command, envision; Frequency once per day; Effect The armor casts 4th-level safe passage (Advanced Player's Guide 224), with the protected area beginning from your square and extending to a place of relative safety.

Treasure Vault, page 194.

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Fairy Bullet

Item 7

uncommon conjuration consumable fey magical 

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.

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Faith Tattoo

Item 4+

divine invested tattoo 

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.

Activate Cast a Spell; Frequency once per day; Effect The tattoo casts harm, heal, or the 1st-level spell from your deity's cleric spells. You can choose harm or heal only in accord with the deity's divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Also, the tattoo has as a trait the school of the spell the tattoo can cast.

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.

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Faith Tattoo

Item 4

divine invested tattoo 

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.

Activate Cast a Spell; Frequency once per day; Effect The tattoo casts harm, heal, or the 1st-level spell from your deity's cleric spells. You can choose harm or heal only in accord with the deity's divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Also, the tattoo has as a trait the school of the spell the tattoo can cast.

Craft Requirements silver worth 2 gp to include in the ink

Main Item: Faith Tattoo

Treasure Vault, page 120.

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Fake Blood Pack

Item 0

consumable 

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.

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Falaimakrer Shield

Item 19

uncommon evocation magical 

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.

Activate [>>>] Interact; Frequency once per day; Effect You Stride up to three times. This movement doesn't trigger reactions and ignores difficult terrain. At the end of your movement, you deal 6d10 bludgeoning damage in a 10-foot emanation and 14d6 fire damage in a 40-foot emanation (DC 40 basic Reflex save, with the results applying to both the bludgeoning and fire damage). The space where you end your movement and all adjacent spaces become difficult terrain for 1 minute, and the shield glows red-hot for 10 minutes, during which it gains the effect of the greater flaming property rune.

Treasure Vault, page 22.

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Falcata

Item

fatal d12 

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.

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Falchion

Item

forceful sweep 

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.

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Falconsight Eye

Item 6

uncommon divination magical 

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.

Activate [>] envision; Frequency once per hour; Effect You become keenly aware of your foes, even those seemingly out of reach. For 1 minute, you can close your eyes as a free action to see through a ranged weapon you're wielding, which reduces the penalty for firing into your weapon's second range increment from –2 to 0. This effect doesn't negate the blinded condition.

Treasure Vault, page 108.

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Faligi Dueling Sword

Item 1

uncommon finesse versatile p 

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.

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Falovril Book

Item 1

uncommon magical transmutation 

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)

Activate 1 minute (Interact); Effect You fold or unfold the Falovril book, manipulating the cunning creases.

LOPSG, page 97.

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False Death

Item 5

uncommon alchemical consumable ingested poison 

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)

Age of Ashes #5: Against the Scarlet Triad, page 78.

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False Death Vial

Item 13+

uncommon conjuration consumable magical talisman 

Usage affixed to explorer's clothing (or another item in the unarmored defense category); Bulk —

Activate [F] 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.

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False Death Vial

Item 13

uncommon conjuration consumable magical talisman 

Price 600 gp

Usage affixed to explorer's clothing (or another item in the unarmored defense category); Bulk —

Activate [F] 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 Vial

Treasure Vault, page 93.

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False Hope

Item 17

alchemical consumable injury poison virulent 

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.

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False Manacles

Item

uncommon 

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.

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False-Bottomed Mug

Item 0

uncommon 

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.

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Falumoraekroan Orange Cat

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.

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Familiar Morsel

Item 5

consumable magical transmutation 

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.

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Familiar satchel

Item

uncommon 

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.

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Familiar Tattoo

Item 3

invested magical tattoo transmutation 

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.

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Fan Feather Token

Item 4

conjuration consumable magical 

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 Token

Core Rulebook, page 570. Reprinted in BB.

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Fan of the Four Winds

Item 4

unique air evocation magical relic 

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.

Activate [>>] command, Interact; Frequency once per day; Effect You fan in a direction, and the fan casts gust of wind. If this casting is directed toward the sail of a vessel, it instead fills it with swirling air. The vessel gains a +10-foot circumstance bonus to its Speed for 8 hours.

Minor Gifts feather steps, wind barrier

Major Gifts lightning storm, propelling winds

Grand Gift living storm

Treasure Vault, page 204.

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Fang Snare

Snare 4

uncommon consumable mechanical snare trap 

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.

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Fanged

Rune 2+

uncommon magical transmutation 

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.

Activate [>] Interact (magical, polymorph, transmutation); Effect You transform into a Small or Medium animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the two-hand trait, you are holding the weapon in two hands. You can Dismiss this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition).

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.

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Fanged

Rune 2

uncommon magical transmutation 

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.

Activate [>] Interact (magical, polymorph, transmutation); Effect You transform into a Small or Medium animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the two-hand trait, you are holding the weapon in two hands. You can Dismiss this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition).
Main Item: Fanged

LOTGB, page 106.

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Fangwire

Item

uncommon agile backstabber deadly 1d8 finesse grapple kobold 

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.

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Fashionable Wayfinder

Item 3

uncommon conjuration invested magical 

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.

Activate [>] envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing.

LOPSG, page 122.

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Fate Shot

Item 6

consumable divination magical 

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.

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Fauchard

Item 0

deadly d8 reach sweep trip 

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.

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Fear Gem

Item 4

consumable enchantment fear magical mental talisman 

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.

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Fearcracker

Item 5

catalyst consumable magical 

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.

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Fearless Sash

Item 7

abjuration invested magical 

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.

Activate [>] command; Frequency once per day; Effect You and each ally in a 5-foot emanation reduce your frightened values by 1.

Treasure Vault, page 146.

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Fearsome

Rune 5+

emotion enchantment fear magical mental 

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.

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Fearsome

Rune 5

emotion enchantment fear magical mental 

Price 160 gp

Usage etched onto a weapon

Category Rune

When you critically hit with this weapon, the target becomes frightened 1.

Main Item: Fearsome

Advanced Player’s Guide, page 260.

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Fearweed

Item 10

uncommon consumable contact divine poison 

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.

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Feast of Hungry Ghosts

Item 9+

consumable enchantment magical 

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.

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feast of hungry ghosts

Item 9

consumable enchantment magical 

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 Ghosts

Book of the Dead, page 19.

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Feather Step Stone

Item 3

consumable magical talisman transmutation 

Price 8 gp

Usage affixed to armor; Bulk —

Activate [F] 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.

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Feather Token

Item 1+

conjuration consumable magical 

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.

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Feed

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.

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Feng Huo Lun

Item

uncommon agile disarm finesse monk parry twin versatile P 

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.

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Ferret

Item 0

Price 1 sp

Category Pet

No entries found.

LOTG, page 103.

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Fiabraim's Construct Key

Item 8+

uncommon conjuration invested magical transmutation 

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.

Activate [>>] command, Interact; Frequency once per hour; Effect You turn the key in the air and create a magic glyph.

The key casts 3rd-level summon construct.

Activate 1 minute (command, envision, Interact); Frequency once per day; Effect You place the key on a Small object and turn it, creating a simple animated object for 1 hour. The animated object has the statistics of an animated broom but has no bristles Strike and can't attack. It performs simple and broad menial tasks for you in exploration or downtime but is too slow to react to individual commands to assist you in a combat encounter.

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.

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Fiabraim's Construct Key

Item 8

uncommon conjuration invested magical transmutation 

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.

Activate [>>] command, Interact; Frequency once per hour; Effect You turn the key in the air and create a magic glyph.

The key casts 3rd-level summon construct.

Activate 1 minute (command, envision, Interact); Frequency once per day; Effect You place the key on a Small object and turn it, creating a simple animated object for 1 hour. The animated object has the statistics of an animated broom but has no bristles Strike and can't attack. It performs simple and broad menial tasks for you in exploration or downtime but is too slow to react to individual commands to assist you in a combat encounter.
Main Item: Fiabraim's Construct Key

LOPSG, page 124.

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Fiabraim's Greater Construct Key Fiabraim's Construct Key

Item 12

uncommon conjuration invested magical transmutation 

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.

Activate [>>] command, Interact; Frequency once per hour; Effect You turn the key in the air and create a magic glyph.

The key casts 3rd-level summon construct.

Activate 1 minute (command, envision, Interact); Frequency once per day; Effect You place the key on a Small object and turn it, creating a simple animated object for 1 hour. The animated object has the statistics of an animated broom but has no bristles Strike and can't attack. It performs simple and broad menial tasks for you in exploration or downtime but is too slow to react to individual commands to assist you in a combat encounter.

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 Key

LOPSG, page 124.

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Fiddle of the Maestro

Item 16

rare coda enchantment occult staff 

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.

Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list.
  • Cantrips dancing lights, ghost sound, message
  • 1st command
  • 2nd calm emotions, faerie fire
  • 3rd enthrall
  • 4th glibness
  • 5th sending
  • 6th calm emotions, dominate, vibrant pattern
  • 7th dominate, prismatic spray, true target, vibrant pattern, visions of danger

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

Treasure Vault, page 136.

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Fiend Warding Tattoo

Item 7

uncommon 

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.

Activate [R] envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.

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 Tattoo

Secrets of Magic, page 165.

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Fiend's Mouth Cannon

Item 11

uncommon huge 

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.

Aim [>>] 200 feet, minimum distance 50 feet
Load [>>] (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch [>] (manipulate, range increment 300 feet) 8d12 bludgeoning, single target, DC 27 Reflex.

Guns & Gears, page 174.

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Fiendish Teleportation

Item 11

rare conjuration contract invested magical 

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.

Activate [>>] command; Frequency once per day; Effect You recite a subclause of your contract regarding change in venue. You cast dimension door. The space you leave and the one you appear in are filled with the scent of brimstone, dealing 2d6 evil damage to creatures adjacent to both spaces.

LOL, page 10.

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Fighter's Fork

Item 3

magical transmutation 

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.

Activate [>] Interact; Effect You extend or shorten the trident's haft. When extended, the trident requires two hands to wield and gains the reach trait, but loses the trident's normal thrown trait.

Core Rulebook, page 600.

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Fighting Fan

Item

uncommon agile backstabber deadly d6 finesse monk 

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.

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Fikreind's Ring

Item 7

uncommon magical transmutation 

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.

Activate varies (Interact); Effect The fikreind's ring extends a winding key that fits any clockwork contraption or creature, allowing you to fully wind a clockwork device or creature in half the usual time. When you activate a fikreind's ring in this way, attempt a DC 16 flat check.

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.

Activate [>] Interact; Frequency once per day; Effect The fikreind's ring transforms into a clockwork spy (Bestiary 3 48) that doesn't require winding and obeys your spoken commands for up to 1 hour. In this form, the fikreind's ring has the minion trait. You can use this action again to return the clockwork spy to fikreind's ring form as long as you're adjacent to the clockwork spy. If the clockwork spy is slain, it reverts to its ring shape, and the fikreind's ring can't be activated again until 1 week has passed.

OoA2, page 79.

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Final Blade

Item 20

rare artifact death evil necromancy occult 

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.

Activate 1 minute (Interact); Effect You execute a creature restrained beneath the blade. The executed creature takes 11d10 slashing damage and must succeed at a DC 45 Fortitude save or be decapitated as though it suffered a critical hit with a natural 20 from a +3 major striking vorpal scythe.

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.

LOWG, page 126. Reprinted in NGD.

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Final Rest

Item 18

magical necromancy 

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.
Activate [>>] command, envision; Frequency once per day; Effect You hold the sword aloft, making it cast sunburst (DC 38 Reflex save).

Craft Requirements The initial raw materials must include 4,950 gp of silver.

Book of the Dead, page 19.

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Fine Clothing

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: Clothing

Core Rulebook, page 288.

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Fine Mask

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: Mask

LOTGB, page 92.

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Fine Spyglass

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: Spyglass

Core Rulebook, page 288.

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