Items: G (Part 10 of 10)

40 items, from Greater Winter Wolf Elixir to Gyroscopic Stabilizer.

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Part: 1 2 3 4 5 6 7 8 9 10

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

Greater Winter Wolf Elixir

Item 16

alchemical consumable elixir 

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 Elixir

Core Rulebook, page 550.

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Greater Wovenwood Shield

Item 13

uncommon abjuration magical 

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 Shield

LOTGB, page 81.

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Greater Wyrm Claw

Item 15

conjuration magical spellheart 

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.

Activate Cast a Spell; Effect You cast gouging claw .
Activate Cast a Spell; Frequency once per day; Effect You cast summon dragon.

Resistance when affixed to armor is 10, and damage from Breath Weapon when affixed to a weapon is 9d6 (DC 34).

Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level summon dragon.
Main Item: Wyrm Claw

Treasure Vault, page 129.

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Greater Wyrm on the Wing

Item 13

abjuration invested magical tattoo 

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.

Activate [>>] command, envision; Frequency once per day; Effect The tattoo casts dragon wings on you. You can add the dragon claws benefit only if you know that focus spell and spend 1 Focus Point when you Activate the tattoo.

The resistance increases to 10. The tattoo gains the following activation.

Activate [>>] command, envision; Frequency once per day; Effect The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo.
Main Item: Wyrm on the Wing

Treasure Vault, page 123.

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Greater Zifes's Elixir

Item 9

alchemical consumable elixir 

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 Elixir

Core Rulebook, page 547.

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Greater Zombie Staff

Item 11

magical necromancy staff 

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.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. If you cast animate dead, you can also cast protect companion on the resulting minion as a free action.

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

Main Item: Zombie Staff

Treasure Vault, page 135.

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Greatpick

Item

fatal d12 

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.

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Greatsword

Item

versatile p 

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.

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Green Colorful Coating

Item 3

alchemical consumable 

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 Coating

Treasure Vault, page 52.

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Green Wyrmling Breath Potion

Item 5

consumable evocation magical poison potion 

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.

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Greengut

Item 17

uncommon alchemical consumable poison 

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.

Extinction Curse #5: Lord of the Black Sands, page 75.

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Greiken Pelt

Material 12+

rare precious 

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).

Greiken Pelt Items
Thin Items
Hardness
HP
BT
Standard-grade
6
24
12
High-grade
8
32
16
Items
Hardness
HP
BT
Standard-grade
9
36
18
High-grade
11
44
22

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.

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Greiken Pelt Armor

Item 12+

rare 

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.

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Grievous

Rune 9

enchantment magical 

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.

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Griffon Cane

Item 0

backswing two-hand d10 

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.

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Grim Ring

Item 5

uncommon detection divination divine invested 

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.

Activate [R] envision (positive); Frequency once per day; Trigger You gain the drained condition from an undead creature; Effect Reduce the value of the drained condition you gain by 1, and the undead that caused the condition takes 2d6 positive damage.

Book of the Dead, page 19.

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Grim Sandglass

Item 3+

magical necromancy spellheart 

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.

Activate Cast a Spell; Effect You cast chill touch.

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.

Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level harm or heal.

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.

Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level harm or heal.
Activate Cast a Spell; Frequency once per day; Effect You cast enervation or 4th-level restoration.

Secrets of Magic, page 171.

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Grim Sandglass

Item 3

magical necromancy spellheart 

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.

Activate Cast a Spell; Effect You cast chill touch.
Main Item: Grim Sandglass

Secrets of Magic, page 171.

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Grim Trophy

Item 7

consumable enchantment magical talisman 

Price 55 gp

Usage affixed to armor; Bulk —

Activate [F] 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.

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Grimoire of Unknown Necessities

Item 16

unique divination grimoire invested magical 

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.

Activate [>] envision (arcane, divination); Frequency once per day; Requirements You're an arcane prepared spellcaster and you have rested but not yet prepared your spells for the day; Effect The grimoire provides you with temporary knowledge of a single spell of the highest level you're capable of casting that you don't already have recorded in it or any of your other spellbooks, chosen by the GM based on their knowledge of the adventure to be particularly useful to you during the upcoming day. A strange quirk of the tome prevents the spell's knowledge from ever traveling further than your own mind. The granted spell is not only removed from the tome's pages at the start of the next day, but is also removed from any other scroll, spellbook, or grimoire the granted spell is copied into, as well as any other way it might have been learned or copied.

Strength of Thousands #5: Doorway to the Red Star, page 77.

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Grinning Pugwampi

Item 14

uncommon consumable enchantment magical misfortune talisman 

Price 700 gp

Usage affixed to a weapon; Bulk —

Activate [F] 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.

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Grolna

Item 1

uncommon alchemical consumable drug ingested poison 

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.

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Groumael's Folly

Item 4

alchemical consumable ingested poison 

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.

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Grounding Spike

Item 8

uncommon evocation magical 

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.

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Grouvrik's Blessing

Item 5

rare divination invested 

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.

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Growth Gun

Item 9

uncommon magical transmutation 

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.

Activate [>>] Interact (magical, transmutation); Frequency once per minute; Effect Make a ranged Strike. On a hit, the creature becomes covered in a mass of flesh that continues to grow on the target for a brief time. The creature becomes slowed 1 for 1 round, after which the growth withers and falls off.

Craft Requirements The initial raw materials must include the flesh of a creature with regeneration.

Guns & Gears, page 155.

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Grudgestone

Item 7+

consumable evocation magical talisman 

Usage affixed to a weapon; Bulk —

Activate [F] 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.

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Grudgestone

Item 7

consumable evocation magical talisman 

Price 70 gp

Usage affixed to a weapon; Bulk —

Activate [F] 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: Grudgestone

Treasure Vault, page 94.

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Guardian Shield

Item 11

uncommon abjuration divine magical 

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.

Activate [>>] command, Interact; Frequency once per day; Effect You conjure a Medium guardian with the effects of the spiritual guardian spell, but it carries a shield instead of weapons and can't attack. The guardian appears in an unoccupied space next to an ally of your choice within range and uses the Raise a Shield action, granting that ally a +2 circumstance bonus to AC until the beginning of your next turn or until your ally is no longer adjacent to the spiritual guardian.

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.

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Guardian Staff

Item 6+

magical necromancy staff 

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.

Activate [>] envision; Effect You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 circumstance bonus to AC until the start of your next turn. If you use this action again, any creature you previously granted this bonus to loses it.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

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.

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Guardian Staff

Item 6

magical necromancy staff 

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.

Activate [>] envision; Effect You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 circumstance bonus to AC until the start of your next turn. If you use this action again, any creature you previously granted this bonus to loses it.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

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

Main Item: Guardian Staff

Treasure Vault, page 132.

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Guide Harness

Item 1

companion 

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.

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Guiding Chisel

Item 16

unique conjuration elf magical 

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.

Activate 10 minutes (command, envision, Interact); Frequency once per day; Effect You embed the Guiding Chisel in the ground and imagine a building. After 10 minutes, you remove the chisel and the building appears. The building can take any shape you wish, filling up to ten contiguous 10-foot cubes within 1,000 feet of the chisel. The building lasts until you use the chisel to create another building. This building has the structure trait.

Age of Ashes #4: Fires of the Haunted City, page 74.

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Guiding Star

Item 7

chaotic divine evocation good 

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.

Activate [R] envision; Frequency once per 10 minutes; Trigger You successfully Strike a creature with a thrown Strike with guiding star; Effect Soft light outlines the target. At the beginning of your next turn, the guiding star's blades detach and form into darts of starlight, flying up to 40 feet and striking the target unerringly, collectively dealing 4 piercing damage and 1 good damage before re-forming. The piercing damage increases to 6 with a greater striking rune and 8 with a major striking rune.

Secrets of Magic, page 185.

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Guisarme

Item

reach trip 

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.

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Gun Sword

Item 1

uncommon combination 

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

Melee

Traits critical fusion, versatile p

Damage 1d8 slashing

Group Sword

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.

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Gunner's Bandolier

Item 3

uncommon conjuration invested magical 

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.

Activate [>] envision; Effect You empower one of the attuned weapons in the bandolier, granting it the runes etched onto the gunner's bandolier and removing the runes from any previously drawn weapon. Then, you Interact to draw the weapon.
Activate [>>>] envision; Effect All weapons that were attuned to the bandolier when you invested it, not including any weapons you're currently wielding, return to the bandolier, and one of the returned weapons is automatically reloaded.

Guns & Gears, page 179.

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Gunner's Saddle

Item 2

uncommon 

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.

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Guva's Band

Item 7

rare enchantment incapacitation invested magical 

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.

Activate [>>>] command; Frequency once per day; Effect You exert your will over a mindless creature within 30 feet. If the target is a mindless creature of 3rd level or lower, it must attempt a DC 20 Will save. If you are a devil, the target uses an outcome one degree of success worse than the result of its saving throw.Critical Success The target creature is unaffected.Success The target creature is slowed 1 for 1 round as its responses are muddled by your commands.Failure The creature is controlled by you for 1 hour, although it doesn't follow commands that are obviously self-destructive.Critical Failure As failure, but the duration is 1 day.

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

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Gyroscopic Stabilizer

Item 4

uncommon divination magical 

Price 115 gp

Usage attached ; Bulk L

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.

Activate [>] Interact; Frequency once per hour; Requirements The gyroscopic stabilizer is attached to a one-handed firearm without the fatal or fatal aim traits; Effect The gyroscopic stabilizer begins spinning for 1 minute. While the gyroscopic stabilizer is spinning, the weapon it's attached to gains the fatal aim weapon trait (Guns & Gears 232) with a die one size larger than its damage die (maximum d12). This allows you to wield it in two hands to grant it the fatal trait.

OoA2, page 77.

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