40 items, from Greater Winter Wolf Elixir to Gyroscopic Stabilizer.
Greater Winter Wolf Elixir · Greater Wovenwood Shield · Greater Wyrm Claw · Greater Wyrm on the Wing · Greater Zifes's Elixir · Greater Zombie Staff · Greatpick · Greatsword · Green Colorful Coating · Green Wyrmling Breath Potion · Greengut · Greiken Pelt · Greiken Pelt Armor · Grievous · Griffon Cane · Grim Ring · Grim Sandglass · Grim Sandglass · Grim Trophy · Grimoire of Unknown Necessities · Grinning Pugwampi · Grolna · Groumael's Folly · Grounding Spike · Grouvrik's Blessing · Growth Gun · Grudgestone · Grudgestone · Guardian Shield · Guardian Staff · Guardian Staff · Guide Harness · Guiding Chisel · Guiding Star · Guisarme · Gun Sword · Gunner's Bandolier · Gunner's Saddle · Guva's Band · Gyroscopic Stabilizer
Item 16
Price 1,400 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This elixir warms your core and improves your circulation. For 24 hours, you are protected from the effects of severe cold.
You're also protected from extreme and incredible cold.
Main Item: Winter Wolf ElixirCore Rulebook, page 550.
Item 13
Price 2,550 gp
Usage held in one hand; Bulk 1
Category Held
This magically reinforced wooden shield is made by skilled Treikril mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it.
This shield has Hardness 13, Hit Points 104, and Broken Threshold 52.
Main Item: Wovenwood ShieldLOTGB, page 81.
Item 15
Price 6,500 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
The tip of a metallic dragon's claw is set into a band of silver.
When you summon dragons using the claw, you must choose metallic dragons.
Breath Weapon: a 30-foot line that deals acid, electricity, or fire, or a 15-foot cone that deals cold or fire. You can use this activity once before the end of your next turn.
Resistance when affixed to armor is 10, and damage from Breath Weapon when affixed to a weapon is 9d6 (DC 34).
Treasure Vault, page 129.
Item 13
Price 2,800 gp
Usage tattooed on the body; Bulk —
Category Tattoo
Depicting a majestic dragon in flight, this tattoo imparts the endurance and majesty of those powerful creatures. You gain resistance 5 to the damage type matching the dragon your tattoo depicts.
The resistance increases to 10. The tattoo gains the following activation.
Treasure Vault, page 123.
Item 9
Price 110 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a +10 status bonus to your Speed for 1 hour.
Main Item: Zifes's ElixirCore Rulebook, page 547.
Item 11
Price 1,200 gp
Usage held in 1 hand; Bulk 1
Category Staff
A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff's animate dead spells can be used only to animate undead that have flesh and an Intelligence modifier of –4 or lower.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Zombie StaffTreasure Vault, page 135.
Item
Price 1 gp
Bulk 2
Damage 1d10 piercing
Hands 2
Category Martial Melee Weapon; Group Pick
This pick has a longer handle and broader head than a regular pick. It is too heavy to wield in one hand.
Core Rulebook, page 280.
Item
Price 2 gp
Bulk 2
Damage 1d12 slashing
Hands 2
Category Martial Melee Weapon; Group Sword
This immense two-handed sword is nearly as tall as its wielder. Its lower blade is often somewhat dulled to allow it to be gripped for extra leverage in close-quarter fights.
Core Rulebook, page 280.
Item 3
Price 10 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand.
It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted.
Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn't have to attempt to Balance. The coating also makes a coated wall or ceiling harder to climb. It imposes a +2 circumstance penalty to checks to Climb the coated surface.
Yellow colorful coating and green colorful coating have opposite effects. If they're both applied to the same surface, they negate one another.
Main Item: Colorful CoatingTreasure Vault, page 52.
Item 5
Price 30 gp
Usage held in 1 hand
Category Potion
This liquid contains blood from a wyrmling green dragon. For 1 hour after you drink it, you can unleash a cloud of poison as a breath weapon. Exhaling dragon breath uses a single action. The breath weapon deals 2d6 poison damage in a 15-foot cone, and each creature in the area must attempt a DC 23 basic Fortitude save. After you use the breath weapon, you can't do so again for 1d4 rounds.
Beginner Box, page 53.
Item 17
Price 2,500 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
This watery, mint-green emetic of xulgath design is often carried in a delicate obsidian vial or other fragile container.
In the unfortunate circumstance that a creature has been Swallowed Whole by another creature, the swallowed creature can break open a vial of greengut to immediately induce vomiting. The swallower must succeed at a DC 40 Fortitude save or take 18d6 poison damage and possibly vomit the contents of its stomach.
Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage, is sickened 1, and vomits up any and all creatures Swallowed Whole on its next turn (a single action, which also allows it a Fortitude save against the sickened condition), as well as any stones or other objects it swallowed.Critical Failure As failure, but the creature takes double damage and is sickened 2.Material 12+
Category Material
This supernaturally tough animal skin is gold and shines in sunlight. It can be used to make any item usually made of cloth, leather, or hide. This material is immune to fire, and its Hardness is doubled against piercing or slashing damage. Up to 4 Bulk of greiken pelt can be harvested from a single creature (this is usually more than enough for 4 suits of standard grade armor or 2 suit of high-grade armor).
Type standard-grade greiken pelt object; Level 12; Price 1,200 gp per Bulk
Type high-grade greiken pelt object; Level 18; Price 12,000 gp per Bulk
LOMM, page 35.
Item 12+
Usage worn armor; Bulk varies by armor
Category Armor
Greiken pelt armor is immune to fire damage, and its Hardness is doubled against piercing or slashing damage. Wearing armor made from greiken pelt also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal fire damage.
Type standard-grade greiken pelt armor; Level 12; Price 1,800 gp + 180 gp per Bulk; Craft Requirements The initial raw materials must include greiken pelt worth at least 900 gp + 90 gp per Bulk.
Type high-grade greiken pelt armor; Level 19; Price 33,000 gp + 3,300 gp per Bulk; Craft Requirements The initial raw materials must include greiken pelt worth at least 16,500 gp + 1,650 gp per Bulk.
LOMM, page 35.
Rune 9
Price 700 gp
Usage etched onto a weapon
Category Rune
When your attack roll with this weapon is a critical hit and gains the critical specialization effect, you gain an additional benefit depending on the weapon group.
Core Rulebook, page 584.
Item 0
Price 1 gp
Bulk L
Damage 1d6 bludgeoning
Hands 1
Category Martial Melee Weapon; Group Club
A griffon cane is named for the shape of its base, which features four small pronged supports splayed out in a manner similar to a griffon's talons. A griffon cane's splayed foot enables it to stand upright by itself. A griffon cane deals 1d6 bludgeoning damage, has the backswing and two-hand d10 traits, and is a martial melee weapon in the club weapon group.
LOTGB, page 67.
Item 5
Price 150 gp
Usage worn; Bulk —
Category Worn Item
This golden ring is sculpted with the visage of a grinning skull on the side. While wearing the ring, you can attempt to detect the presence of undead creatures as an exploration activity.
This reveals the presence or absence of undead in the area, but it doesn't pinpoint their locations. This ring can't detect undead whose appearance is masked by any illusion spell that is 2nd level or higher. If an undead is hiding or disguised, the GM rolls a secret Perception check for you against the undead's Stealth or Deception DC, as appropriate, with a +2 item bonus to your check.
Book of the Dead, page 19.
Item 3+
Usage affixed to armor or a weapon
Category Spellheart
One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow to keep the two sides in equilibrium. The spell DC of any spell cast by Activating this item is 17.
Type grim sandglass; Level 3; Price 55 gp
Type greater grim sandglass; Level 8; Price 450 gp
Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24.
Type major grim sandglass; Level 12; Price 2,000 gp
Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29.
Secrets of Magic, page 171.
Item 3
Price 55 gp
Usage affixed to armor or a weapon
Category Spellheart
One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow to keep the two sides in equilibrium. The spell DC of any spell cast by Activating this item is 17.
Secrets of Magic, page 171.
Item 7
Price 55 gp
Usage affixed to armor; Bulk —
Activate envision; Trigger You attempt an Intimidation check to Coerce or Demoralize, but you haven't rolled yet; Requirements You are an expert in Intimidation.
Category Talisman
This talisman comes in many forms, most often a severed piece of a humanoid creature displayed in some gruesome manner. When you activate the trophy, select two targets and compare your Intimidation check result to both of their DCs.
Core Rulebook, page 567.
Item 16
Price 8,000 gp
Bulk L
Category Grimoire
The cover of this grimoire is bound in a strange crimson, pebbly leather that a DC 40 Occultism check to Recall Knowledge identifies as the hide of a rare monster from the distant plane of Leng. The grimoire's spine is bound in copper and a spiral of shifting runes slowly swirls across its surface.
Item 14
Price 700 gp
Usage affixed to a weapon; Bulk —
Activate envision; Trigger You damage a flat-footed creature with the affixed weapon.
Category Talisman
This bone statuette of a sneering gremlin crumbles to dust when activated, imparting a fraction of its subject's infamous misfortune on those you strike. The damaged creature must attempt a DC 33 Will save.
Critical Success The creature is unaffected.Success The creature must roll twice and take the worse result on the next check it attempts.Failure The creature must roll twice and take the worse result on all checks until the end of its next turn.Treasure Vault, page 94. Originally in AoA5.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
This caligni-made, murky-green drug supercharges a creature's olfactory senses at the expense of dulling their mind. Popular throughout the Veimaikhik for its ability to transform normally dull scents and flavors into intense, euphoric experiences, grolna can also be a great aid to trackers who want to follow scent trails, turning ordinary humanoids into effective bloodhounds.
Taking an additional dose of grolna while affected by the effects of stage 1 of a previous dose resets the duration of stage 1 and postpones the onset of stage 2 effects.
Saving Throw DC 13 Fortitude; Onset 1 minute; Maximum Duration 8 hours; Stage 1 gain scent (imprecise) 30 feet, gain a +3 item bonus to Survival checks to follow tracks, and become stupefied 1 (1 hour); Stage 2 stupefied 2 (6 hours)
AoE1, page 81.
Item 4
Price 20 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
Devised to bypass detection, a dose of groumael's folly consists of two compounds that aren't mixed but placed in the contents of one meal. Each compound is harmless on its own. The DC to Recall Knowledge about this poison from one of its components is 23 and attempts to use magic to detect the unmixed components require a successful DC 23 counteract check. The onset period begins only if a victim consumes both compounds during the same hour. If the two compounds mix prior to consumption, they become toxic and are detectable as such. The sickened condition can't be ended until the poison's effects end.
Saving Throw DC 21 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 2d4 poison damage (1 minute); Stage 2 3d4 poison damage and sickened 1 (1 minute); Stage 3 4d4 poison damage and sickened 1 (1 minute)
Treasure Vault, page 71.
Item 8
Price 450 gp
Usage held in 1 hand; Bulk 1
Category Held
Metal caps the bottom of this +1 striking thundering dancer's spear and its point gives off the faint smell of ozone. If you hit a target that has been struck by a polarizing mace within the last round, you deal additional electricity damage to the target equal to the number of grounding spike's damage dice. If you critically hit such a target, the creature is flat-footed until the start of your next turn.
Special The grounding spike pairs with the polarizing mace.
Treasure Vault, page 34.
Item 5
Price 160 gp
Usage worn
Category Worn Item
This ornate copper band has a small ruby set in the center, flanked by a pair of dwarven runes. The wearer of this ring gains the ability to understand, read, and speak one common language of their choice, selected each morning as part of their daily preparations. In addition, the wearer receives a +1 item bonus to Diplomacy checks to Make an Impression.
The Fall of Plaguestone, page 58.
Item 9
Price 700 gp
Usage held in 1 hand; Bulk 2
Category Beast Gun Weapon
A growth gun is a +1 striking hand cannon made from the regenerative flesh of a hydra, troll, or other similar creature. It has an attached flesh sac that slowly replenishes one shot each round and can be loaded like a normal round of ammunition. It fires regenerating gobbets of flesh, bone, or teeth, determined by the damage type selected for its modular trait. A growth gun can be fired underwater, though it's still limited by the selected damage type as normal.
Craft Requirements The initial raw materials must include the flesh of a creature with regeneration.
Guns & Gears, page 155.
Item 7+
Usage affixed to a weapon; Bulk —
Activate envision; Trigger A creature critically hits you.
Category Talisman
This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of cloth wrapped around its grip. When you Activate the grudgestone, your Strikes with the affixed weapon against the triggering creature gain a +3 status bonus to damage rolls for 1 minute or until the target dies, whichever comes first.
Type grudgestone; Level 7; Price 70 gp
Type greater grudgestone; Level 15; Price 900 gp
The bonus is +5.
Treasure Vault, page 94.
Item 7
Price 70 gp
Usage affixed to a weapon; Bulk —
Activate envision; Trigger A creature critically hits you.
Category Talisman
This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of cloth wrapped around its grip. When you Activate the grudgestone, your Strikes with the affixed weapon against the triggering creature gain a +3 status bonus to damage rolls for 1 minute or until the target dies, whichever comes first.
Main Item: GrudgestoneTreasure Vault, page 94.
Item 11
Access Kaetiarn have access to this item.
Price 1,200 gp
Usage held in 1 hand; Bulk 1
Category Held
A guardian shield is a steel shield (Hardness 9, HP 36, BT 18) engraved with the symbol of a good deity.
Each time you Sustain the Activation, the guardian moves to the ally, as long as the ally remains within range, and Raises its Shield, granting its bonus again until the beginning of your next turn or until your ally is no longer adjacent to the spiritual guardian. When the ally receiving the AC bonus takes damage beyond the 10 that's redirected to the guardian, you can use a reaction to have the guardian reduce damage for your ally even more by interposing itself further. When it blocks damage in this way, it reduces the damage your ally takes by an additional 20 (for a total of 30 damage reduced), but Dismisses the guardian, immediately ending the activation.
LOKL, page 90.
Item 6+
Usage held in 1 hand; Bulk 1
Category Staff
A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff's spells.
Type guardian staff; Level 6; Price 250 gp
Type greater guardian staff; Level 10; Price 900 gp
Type major guardian staff; Level 14; Price 4,000 gp
Craft Requirements Supply one casting of all listed levels of all listed spells.
Treasure Vault, page 132.
Item 6
Price 250 gp
Usage held in 1 hand; Bulk 1
Category Staff
A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff's spells.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Guardian StaffTreasure Vault, page 132.
Item 1
Price 5 gp
Usage worn; Bulk 1
Category Companion
The grip of this guide harness fits comfortably in the hand. Guide harnesses are purpose-built for low-sight or blind adventurers who have guide animals. Usually fastened with side straps placed through a martingale, guide harnesses can be easily reconfigured to allow them to be worn by any animal companion.
Treasure Vault, page 106.
Item 16
Price 10,000 gp
Usage held in 1 hand; Bulk 1
Category Held
This magical chisel evokes the holy symbol of the elven goddess of art and architecture, Traiva. The Guiding Chisel's original function was as a portal key to Duskgate, but as Shalagraen's Ring faded from the collective memories of the elves, the chisel became known and used exclusively for its other abilities. Eventually, elven emissaries gave it to the dwarves of Ziafias as a gesture of friendship.
You gain a +3 item bonus to Crafting checks related to stonemasonry. In addition, it takes you only 1 day to Craft items using the Guiding Chisel instead of 4 days, and you quadruple the discount you get for spending additional days Crafting items with the Guiding Chisel. If it's unclear whether you could use the Guiding Chisel to Craft an item, the GM decides.
Item 7
Price 325 gp
Usage held in 1 hand Bulk L
Category Held
This +1 striking returning starknife is made of dark blue metal overlaid with smoky flecks of fused quartz. When you Cast an evocation Spell, your next attack this turn with this starknife reduces the target's cover, changing greater cover to standard cover or ignoring standard and lesser cover.
Secrets of Magic, page 185.
Item
Price 2 gp
Bulk 2
Damage 1d10 slashing
Hands 2
Category Martial Melee Weapon; Group Polearm
This polearm bears a long, often one-sided, curved blade with a hook protruding from the blunt side of the blade, which can allow its wielder to trip opponents at a distance. Its shaft is usually 8 feet long.
Core Rulebook, page 280.
Item 1
Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth
Price 13 gp
Bulk 2
Ranged
Traits concussive, kickback
Damage 1d8 piercing
Ammunition round; Range 50 ft.; Reload 1
Group Firearm
Hands 2
Category Martial Ranged Weapon
This weapon consists of a large sword with a powerful gun based on a harmona gun down the center. Vanguards and other characters who rely on Strength and Dexterity enjoy the power and flexibility of a gun sword.
Guns & Gears, page 158.
Item 3
Price 60 gp
Usage worn; Bulk L
Category Holsters Customization
This incredibly spacious bandolier can hold up to 4 onehanded crossbows or firearms that take no more than 1 action to completely reload (typically meaning that weapons with the capacity or repeating traits won't fit in the bandolier's holsters). A gunner's bandolier can be etched with runes as though it were a ranged weapon. When you invest the gunner's bandolier, you can attune it to each of the 4 weapons holstered in it.
Guns & Gears, page 179.
Item 2
Price 20 gp
Usage worn saddle; Bulk 2
Category Stabilizers Customization
Developed by marauders from the Krougriaror Wastes, this clockwork saddle comes with a retractable weapon mount that can be used as a tripod to stabilize a weapon with the kickback trait. Just like a normal tripod, you Interact to deploy the tripod to stabilize the firearm, and then again to retract the tripod to move it. The saddle uses complex hydraulics to protect the steed from the firearm's recoil.
Guns & Gears, page 182.
Item 7
Price 675 gp
Usage worn bracers; Bulk L
Category Worn Item
This black leather wrist guard has a bright red gem on the inside of the wrist. Faint glyphs and words of domination in Infernal swim inside the gem. Your words become harsh and clipped when you have this magic item invested.
Item 4
Price 115 gp
Usage attached
Category Stabilizers Customization
A gyroscopic stabilizer appears as a gold disk suspended within three rotating golden bands inside a gilded case, itself attached to a set of clamps. These clamps allow you to attach the gyroscopic stabilizer to any one-handed firearm as an Interact action.
OoA2, page 77.