60 items, from Glittering Scarab to Greatclub.
Glittering Scarab · Glittering Snare · Gloaming Shard · Gloom Blade · Glorious Plate · Gloves Of Carelessness · Gloves of Storing · Glue Bullet · Gluttonous Spear · Gnome Amalgam Musket · Gnome Flickmace · Gnome Hooked Hammer · Goblin-eye Orb · Goggles of Night · Goggles of Night · Goggles of Night · Gold Nodule Aeon Stone · Golden Blade of Groubogix · Golden Branding Iron · Golden Branding Iron · Golden Breath Fulu · Golden Chrysalis · Golden Goose · Golden Legion Epaulet · Golden Lions Wondrous Figurine · Golden Rod Memento · Golden Silencer · Golden Sprite Apple · Golden Spur · Golden-Cased Bullet · Golem Stylus · Goo Grenade · Good Handcuffs · Good Lock · Good Manacles · Gorget of the Primal Roar · Gorgon's Breath · Gossip's Eye · Gourd Home · Goz Mask · Goz Mask · Goz Mask · Goz Mask · Graevrefalus Charm · Grail Of Twisted Desires · Grand Clock Timepiece · Grandstanding · Granny's Hedge Trimmer · Grappling Arrow · Grappling Bolt · Grappling Gun · Grappling Gun · Grappling Hook · Grasping Snare · Grasping Tree · Grave Token · Gravemist Taper · Graveroot · Greataxe · Greatclub
Item 1
Access Member of the Falethaitraim
Price 10 gp
Usage worn; Bulk —
Category Worn Item
This pin is a valuable copy of a popular pin sold in markets throughout Krakraek. The original pin is a solid piece, often purchased by tourists. The glittering scarab, though, can be squeezed gently, causing the wings to part and reveal an eye painted underneath them. This pin is used to gain entrance to most meetings of the Falethaitraim. Someone who specifically examines the scarab can find the hidden eye with a successful DC 20 Perception check, though if they know about glittering scarabs, they can simply squeeze it to check for the eye.
Dark Archive, page 78.
Snare 4
Price 18 gp
Category Snare
Small flecks of mica, sand, and ground glass are packed into a spring-loaded canister that can be rigged to a trip wire or hidden in a container. The first creature to enter the square or open the container must attempt a DC 20 Reflex save as the area is showered with bright, glittering dust that sticks to skin, fur, and clothing.
Critical Success The creature is unaffected.Success The creature takes a –1 status penalty to Stealth checks for 1 minute or until it uses an Interact action to remove the glitter.Failure The creature takes a –2 status penalty to Stealth checks for 2 minutes or until it spends a 2-action activity, which has the manipulate trait, to remove the glitter. If the creature was invisible, the glitter outlines it for 1 round, making it concealed rather than undetected to visual senses.Critical Failure As failure, but the penalty is –4. The glitter sticks for 5 minutes or until the creature spends a 3-action activity, which has the manipulate trait, to remove it. The glitter continues to fall around the creature until completely removed, leaving a trail behind it as it moves and revealing its rough location; the creature is hidden, rather than undetected, to any creature that can see the glitter whenever it would otherwise have been undetected.LOTGB, page 26.
Item 11
Price 1,400 gp
Usage held in 1 hand; Bulk L
Category Held
The blade of this +2 striking returning dagger shines the color of twilight, with a triangular lattice design on the hilt. A thin string of darkness connects your shadow to that of the blade, even once it leaves your hand.
You instantly teleport to a space adjacent to the target of your Strike, as dimension door, and then catch the dagger in your hand.
Secrets of Magic, page 185.
Item 9
Price 700 gp
Usage held in 1 hand; Bulk L
Category Weapon
As black as coal, this blade grows more potent in darkness. While in bright light, it functions as a +1 shortsword and doesn't appear to radiate a magic aura to detect magic or similar spells unless the spells are 4th level or higher.
In dim light or darkness, the gloom blade becomes a +2 striking shortsword. Whenever you use the gloom blade to attack a creature you're undetected by, you deal 1d6 additional precision damage.
To upgrade the gloom blade's fundamental runes, start with the base +1 shortsword, but if you improve it beyond a +2 striking shortsword, the runes apply in dim light or darkness as well.
Core Rulebook, page 601.
Item 14
Price 4,500 gp
Usage worn, armor; Bulk 4
Category Worn Item
This elegant full plate is embossed with heraldic imagery and never tarnishes or loses its shine. Glorious plate is +2 resilient full plate. In battle, glorious plate sheds bright light in a 10-foot radius, which enemies see as a blinding halo that obscures creatures other than the wearer. When an enemy looks at the wearer, it must attempt a DC 33 Will saving throw. The enemy is then temporarily immune for 1 minute.
Success The enemy is unaffected.Failure For 1 minute, the wearer's allies within the glorious plate's 10-foot radius of light are concealed to the enemy. Allies are concealed only while they remain within the light; if allies enter the light later, they are concealed as well.Critical Failure As failure, except the wearer's allies are hidden to the enemy instead of concealed. Activate command, Interact; Frequency once per 10 minutes; Effect The armor casts sanctuary on you.LOCG, page 93.
Item 7
Usage worn gloves; Bulk L
Category Worn Item
These gloves appear and function as gloves of storing but repel any item not stored in the gloves. When wearing them, whenever you Interact to draw or pick up an item, roll a DC 11 flat check. On a success, you do so as normal. On a failure, you instead fling the item 15 feet in a random direction. You can use a reaction to attempt a DC 23 Reflex save, causing the item to land at your feet instead if you succeed. Removing the stored item from the gloves does not trigger the item's curse.
The first time the curse activates, the gloves fuse to you.
Gamemastery Guide, page 91.
Item 7
Price 340 gp
Usage worn gloves; Bulk —
Category Worn Item
An item can be stored inside these supple leather gloves, held in an extradimensional space. When an item is inside the glove, an image of the item appears as a simple, stitched pattern on the back of each glove.
Many gloves of storing are found with an item already inside.
Core Rulebook, page 610.
Item 4
Price 16 gp
Ammunition round
Activate Interact
Category Consumable
These cartridges are filled with sticky clear glue. When a glue bullet hits, a syrupy webbing coats the target and sticks to the ground or a nearby surface, hindering their movement. The target takes a –10-foot circumstance penalty to its Speeds for 2d4 rounds, or until it Escapes against a DC of 18. On a critical hit, the target is also immobilized until it Escapes.
Guns & Gears, page 170.
Item 6
Price 250 gp
Usage held in 1 hand; Bulk 1
Category Held
The head of this +1 striking returning spear is wrapped in greasy hide, and its head resembles a thick, clawed finger.
On a critical hit, the target is enfeebled 1 for 1 minute, and you gain 1d8 temporary Hit Points that last for 1 minute.
The Slithering, page 60.
Item 1
Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth
Price 10 gp
Bulk 2
Ranged
Traits concussive, fatal 1d10, gnome
Damage 1d6 piercing
Ammunition round; Range 40 ft.; Reload 2
Group Firearm
Hands 2
Category Martial Ranged Weapon
Rumored to be the result of a gnomish dare to make a variant of a hooked hammer that's even more intricate and complex, this weapon adds a musket to the mix of an already overcomplicated device.
Guns & Gears, page 158.
Item
Price 3 gp
Bulk 1
Damage 1d6 bludgeoning
Hands 1
Category Advanced Melee Weapon; Group Flail
More a flail than a mace, this weapon has a short handle attached to a length of chain with a ball at the end. The ball is propelled to its reach with the flick of the wrist, the momentum of which brings the ball back to the wielder after the strike.
Core Rulebook, page 281.
Item
Price 2 gp
Bulk 1
Damage 1d6 bludgeoning
Hands 1
Category Martial Melee Weapon; Group Hammer
This gnome tool and weapon features a hammer at one end and a curved pick on the other. It's such a strange and awkward weapon that others think the gnomes are slightly erratic for using it.
Core Rulebook, page 281.
Item 5
Price 24 gp
Usage affixed to a weapon; Bulk –
Activate envision; Trigger You attempt a Strike with the affixed firearm or crossbow against an enemy that's concealed or hidden to you; Requirements You're an expert with the affixed firearm or crossbow and an expert in Perception.
Category Talisman
This colorful marble dangles from a leather thong wrapped around the affixed weapon. When you activate the band, for the triggering Strike, you don't need to attempt a flat check due to the enemy being concealed or hidden to you.
Guns & Gears, page 184.
Item 5
Price 150 gp
Usage worn eyepiece
Category Worn Item
The opaque crystal lenses of these sleek goggles don't obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight. Once per day, you can use the following action.
Beginner Box, page 55.
Item 5+
Usage worn eyepiece; Bulk —
Category Worn Item
The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight.
Type goggles of night; Level 5; Price 150 gp
Type greater goggles of night; Level 11; Price 1,250 gp
The item bonus is +2, and the darkvision lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first.
Type major goggles of night; Level 18; Price 20,000 gp
The item bonus is +3, and the goggles grant greater darkvision, which lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first.
Core Rulebook, page 610.
Item 5
Price 150 gp
Usage worn eyepiece; Bulk —
Category Worn Item
The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight.
Core Rulebook, page 610.
Item 6
Price 230 gp
Usage worn; Bulk —
Category Worn Item
Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.
When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body.
You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again.
There are various types of aeon stones, each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder.
When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language.
The resonant power allows you to cast comprehend language as an occult innate spell once per day.
Main Item: Aeon StoneCore Rulebook, page 604. Expanded in LOPSG, LOWG.
Item 15
Price 6,500 gp
Usage held in 1 hand; Bulk 1
Category Held
Each of these golden spears was forged in the days of old Groubogix, when the sun kings ruled the city. The majority of these weapons are lost, most likely buried with warriors in tombs and temples sealed by Triafitan's decrees.
Triafitan retains a single golden blade, which he grants to his Master of Spears.
This +2 greater striking returning spear is coated in brilliant gold, and beautiful engravings run along the shaft, depicting the rising and setting of the sun against Groubogix's skyline. The spear glows with the effects of 4th-level light. You can suppress or resume this light by using an action, which has the concentrate trait. When you hit a creature with the spear, it takes 1d6 additional fire damage. When you critically hit a creature with the spear, the creature takes 1d8 persistent fire damage and 1d8 persistent bleed damage as its blood boils away. Unlike normal when taking two types of persistent damage, a creature needs only a single successful flat check to remove both the fire and bleed damage.
Strength of Thousands #4: Secrets of the Temple-City, page 76.
Item 5+
Usage affixed to a two-handed firearm or crossbow; Bulk —
Activate envision; Trigger You hit a target with a ranged Strike with the affixed weapon; Requirements You're an expert with the affixed weapon.
Category Talisman
This talisman is a gold-plated brand that can be affixed to a ranged weapon's stock. When you activate a golden branding iron, you mark the target with your magical sigil.
Type golden branding iron; Level 5; Price 25 gp
You harmlessly place your unique magical sigil, which is about 1 square inch in size, anywhere on the target creature, as long as the location is visible to you. The mark is only visible to you and up to 6 of your allies. The mark can be scrubbed or scraped off with 5 minutes of work. It fades naturally over the course of a month.
Type greater golden branding iron; Level 9; Price 120 gp
Your arcane sigil fades naturally over the course of a year.
Type major golden branding iron; Level 13; Price 450 gp
Your arcane sigil never fades naturally.
OoA2, page 76.
Item 5
Price 25 gp
Usage affixed to a two-handed firearm or crossbow; Bulk —
Activate envision; Trigger You hit a target with a ranged Strike with the affixed weapon; Requirements You're an expert with the affixed weapon.
Category Talisman
This talisman is a gold-plated brand that can be affixed to a ranged weapon's stock. When you activate a golden branding iron, you mark the target with your magical sigil.
You harmlessly place your unique magical sigil, which is about 1 square inch in size, anywhere on the target creature, as long as the location is visible to you. The mark is only visible to you and up to 6 of your allies. The mark can be scrubbed or scraped off with 5 minutes of work. It fades naturally over the course of a month.
Main Item: Golden Branding IronOoA2, page 76.
Item 20
Price 8,100 gp
Usage affixed to armor; Bulk —
Activate envision; Trigger You take damage.
Category Talisman
An enterprising chirurgeon reversed the forces evoked by a void thousand-pains fulu to create the golden breath fulu, which fortifies ki and the body as elements move out of balance. When you Activate this fulu, you regain 75 Hit Points and attempt a flat check to end any persistent damage affecting you. The fulu is particularly appropriate help for ending any persistent damage. Also, if you would regain more Hit Points from the fulu than your maximum, you can gain the excess as temporary Hit Points or distribute the excess among creatures of your choice within 30 feet. The temporary Hit Points last for 1 minute.
Treasure Vault, page 77.
Item 5
Price 27 gp
Ammunition sling bullet
Activate Interact
Category Ammunition
Threads of iridescent golden silk wrap around the core of this magical sling stone. When you activate and shoot a golden chrysalis, rather than making an attack roll for your Strike, you cause the chrysalis to unwind in midair to reveal a magical butterfly that flies in a 30-foot line, scattering golden scale dust that hangs in the air for 1 minute.
A creature that enters or begins its turn in the dust must attempt a DC 19 Reflex save or have its invisibility negated, becoming concealed instead of invisible. This effect applies both if the creature was already invisible and if it benefits from any new invisibility effects before the end of the invisibility negation effect from the golden chrysalis.
Critical Success The target is unaffected.Success The target's invisibility is negated for 2 rounds.Failure The target is dazzled for 1 minute and its invisibility is negated for 1 minute.Secrets of Magic, page 174.
Item 11
Usage held in 2 hands; Bulk L
Category Held
This life-sized, hollow, golden goose statuette has an open, fanged mouth and an unsettling aura of hunger. Fiends sometimes present it as a gift to mortals whose greed makes them susceptible to temptation. While the golden goose can be used without malice, those who possess such a thing often find its glittering lure erodes their morals over time.
After 12 such eggs are laid, the next time you activate the golden goose, it transmutes your heart to gold. This effect functions as flesh to stone, with a DC 30 Fortitude save to resist. If you become petrified, you turn to solid, transparent stone. Your heart becomes a golden egg worth 100 gp, which can be retrieved only by shattering your body. Whether or not you turn to stone, the golden goose dissipates with a honk into sulfurous smoke.
Dark Archive, page 160.
Item 3
Price 55 gp
Usage worn epaulet; Bulk L
Category Worn Item
These gleaming golden epaulets are issued to Geifozeis Knight officers and worn as part of the uniform. While they can be enchanted to provide a variety of effects, the Golden Legion epaulet remains the most common.
LOWG, page 124.
Item 10
Price 900 gp
Usage held in 1 hand; Bulk L
Category Held
Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals.
If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost.
This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions. The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other.
Main Item: Wondrous FigurineCore Rulebook, page 576.
Item 20
Usage worn; Bulk —
Category Worn Item
This coin-sized golden pin depicts a bundle of five trimmed tree branches. Once you've stolen the pin, accepted it from Krampus willingly, or carried it for at least 1 minute, its curse activates. After that happens, the pin fastens itself to your clothing, providing you an insistent empathic admonition not to be naughty and constantly informing Krampus of your location, as status. The pin reappears and reattaches itself within moments if discarded or destroyed. The pin constantly monitors your actions, judging you against a good-aligned champion's code of conduct, plus the following third tenet:
Whenever you violate this code of conduct, one of the golden branches tarnishes (and utterly egregious violations might tarnish multiple branches). During the winter following the curse activating, the pin transforms based on the number of golden branches remaining.
0 Branches: The pin transforms into Krampus, who appears in an adjacent space and knows of your misdeeds while wearing the pin.
1-2 Branches: The pin transforms into a leering Krampus face. As long as you wear it, it grants you weakness 5 to bludgeoning damage, and you still can't remove it.
3-4 Branches: The pin either becomes a non-magical golden pin worth 10 gp, or it grants you absolution for your misdeeds as a successful atone ritual for any good-aligned faith.
5 Branches: The pin either transforms into a pile of golden trinkets whose gold piece value equals your level × 25, or it grants you absolution for your misdeeds as a critically successful atone ritual for any good-aligned faith. You don't need to perform a special quest; your exemplary behavior over the past year qualifies.
LOMM, page 59.
Item 6+
Usage affixed to a firearm; Bulk L
Activate Interact; Requirements You're an expert in
Category Talisman
Stealth.
The Golden Gunners are dreaded for their use of their golden silencers, which they put to good use in clandestine raids. They silence both the loud gunshot and the screams of creatures wounded by its shot. A weapon with a golden silencer attached emits no light and makes no noise when fired. A target hit by a ranged Strike from the affixed weapon must succeed at a DC 20 Fortitude save or be silenced as well until the start of its next turn. A silenced creature can't call for help or use sonic abilities, nor can it use abilities with the auditory trait. This prevents it from casting spells that include verbal components.
Type standard; Level 6; Price 50 gp
Type greater; Level 10; Price 200 gp
The save DC is 27, and the silence effect on the target creature lasts for up to 1 minute. The silenced creature can attempt a new Fortitude save at the end of each of its turns to end the duration early.
OoA2, page 76.
Item 3
Price 10 gp
Usage held in 1 hand; Bulk L
Activate 1 minute Interact
Category Consumable
A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected. The light matches the vibrant color of the apple's candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple.
Creatures in the bright light feel kind and inviting, taking a –1 item penalty to their Will DC against Diplomacy checks.
Main Item: Sprite AppleTreasure Vault, page 51.
Item 11
Price 300 gp
Usage affixed to a firearm or crossbow; Bulk —
Activate command; Trigger You hit a target within 120 feet with the affixed weapon; Requirements You're a master in Arcana, Nature, Occultism, or Religion.
Category Talisman
This golden spur is affixed to a weapon by a braided leather cord. You teleport to a space you can see within 10 feet of the target. You must have line of effect to the space.
OoA2, page 76.
Item 4+
Ammunition round
Activate envision
Category Consumable
The magic-infused metal of this bullet's golden casing allows it to curve just a bit in flight once the bullet has been fired, allowing you to ignore the bonus to AC granted to a target in lesser cover.
Type standard; Level 4; Price 20 gp
Type greater; Level 10; Price 200 gp
You ignore the bonus to AC granted to a target in standard or lesser cover.
Type major; Level 16; Price 2,000 gp
You ignore the bonus to AC granted to a target in greater, standard, or lesser cover.
OoA2, page 76.
Item 10
Price 850 gp
Usage held in 1 hand; Bulk L
Category Held
This small, diamond-tipped stylus allows you to inscribe a magical symbol on a golem's body and possibly gain control over it.
If the golem you are targeting has already been inscribed with a golem stylus, you must attempt a counteract check against the previous inscription as part of activating the item, using your golem stylus's item level or your Arcana skill check modifier as your counteract check modifier. If successful, you modify the existing inscription so that the golem falls under your control.
Extinction Curse #3: Life’s Long Shadows, page 69.
Item 1+
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes persistent acid damage and a circumstance penalty to its Speeds from the clinging goo. The target can end any penalties, conditions, and persistent damage caused by the bomb by Escaping or spending a total of 3 Interact actions to pry themselves free of the ooze. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well.
Type lesser; Level 1; Price 3 gp
The target takes 1d4 acid damage, 1 persistent acid damage, and 1 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The Escape DC is 15.
Type moderate; Level 3; Price 10 gp
You gain a +1 item bonus to attack rolls. The target takes 2d4 acid damage, 2 persistent acid damage, and 2 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The Escape DC is 17.
Type greater; Level 11; Price 250 gp
You gain a +2 item bonus to attack rolls. The target takes 3d4 acid damage, 3 persistent acid damage, and 3 acid splash damage. They take a –10-foot circumstance penalty to their Speeds. The Escape DC is 26.
Type major; Level 17; Price 2,500 gp
You gain a +3 item bonus to attack rolls. The target takes 4d4 acid damage, 4 persistent acid damage, and 4 acid splash damage. They take a –10-foot circumstance penalty to their Speeds. The Escape DC is 35.
LOIL, page 306.
Item 9
Price 350 gp
Usage held in 1 hand; Bulk L
Category Held
Developed in Shoumeistai and rarely used except by police forces in major cities due to their significant cost, handcuffs possess a ratcheting lock system in each cuff that allows them to be quickly cinched down on a captive's limbs, even if they're actively resisting.
To apply handcuffs, you must first grab or restrain your opponent, then attempt an Athletics check against the opponent's Fortitude DC. On a success, you lock one of the cuffs around your opponent's wrist. You can lock the other cuff to yourself or a stationary object within reach as an Interact action; to lock it to another creature (either the same opponent you just cuffed or a separate creature altogether), you must first grab or restrain that creature, as before, and then make an Athletics check against its Fortitude DC. The DC to make the Athletics check against your own wrist is 5, or 10 for an unattended object.
If you bind a creature to itself, it takes the same penalties as those imposed by manacles (Core Rulebook 290). If you bind a creature to another creature (including yourself), the two creatures are locked together and must remain in adjacent spaces, and both creatures gain the clumsy 1 condition as long as they are handcuffed. If you lock a creature to an immobile object, such as a bar or tree, the creature is immobilized. (For creatures with an unusual physiology such as more or fewer limbs, the GM determines what effects handcuffs have, if any.) Handcuffs are unlocked via a key and are easier to slip out of than ordinary manacles. The chain between handcuffs can be Broken Open with a single Athletics check.
Escaping requires three successful DC 30 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 35.
Main Item: HandcuffsAoE1, page 77.
Item 9
Price 200 gp
Bulk —
Hands 2
Category Adventuring Gear
Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.
Main Item: LockCore Rulebook, page 288.
Item 9
Price 250 gp
Bulk —
Hands 2
Category Adventuring Gear
You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.
Main Item: ManaclesCore Rulebook, page 288.
Item 11
Price 1,250 gp
Usage worn collar; Bulk L
Category Worn Item
This engraved darkwood gorget seems to vibrate with ferocity, granting you a +2 item bonus to Intimidation checks.
Core Rulebook, page 611.
Item 13
Price 475 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
Gorgon's breath is a fine powder that can easily enter living creatures' bloodstreams through their lungs before binding to mucous membranes and causing any nearby soft tissues to harden.
Saving Throw DC 32 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 slowed 1 (1 round); Stage 2 4d6 bludgeoning damage and slowed 1 (1 round); Stage 3 petrified (1 round); Stage 4 petrified permanently
Treasure Vault, page 69. Originally in AoA5.
Item 8
Price 30 gp
Usage worn; Bulk L
Category Worn Item
These discrete prosthetics have been the secret behind more than a few salacious rumors getting out among Kraesud high society. This functions like a magical prosthetic eye, but with an added benefit.
Treasure Vault, page 108.
Item 9
Price 650 gp
Bulk L (when not activated)
Category Structure
This dried gourd seems entirely nondescript, as it is hollow and has a sturdy cord wrapped around its neck for easy carrying. Closer inspection reveals the gourd has grown in the rough shape of a hut or similar small dwelling.
If anyone outside picks up or damages the gourd, or if anyone inside the gourd home attempts to exit, all creatures within the gourd home immediately reappear in the area surrounding the gourd, and the gourd home becomes inactive for 24 hours.
Age of Ashes #3: Tomorrow Must Burn, page 72.
Item 2+
Usage worn mask
Category Worn Item
Originally designed by a fanatical sect of Grubaefaliax priests, goz masks were designed to help navigate the area around the Eye of Noulotak. The masks couldn't contend with the might of the storm, but they remain in use by people all around the Falalugreid Expanse. These masks are typically made of wood and crafted to sport round, exaggerated features.
Type goz mask; Level 2; Price 30 gp
Type greater goz mask; Level 6; Price 240 gp
The effect lasts for 10 minutes.
Type major goz mask; Level 12; Price 1,900 gp
The major goz mask gives you darkvision and allows you to ignore all concealment from any environmental effects for 1 hour.
Strength of Thousands #1: Kindled Magic, page 73.
Item 2
Price 30 gp
Usage worn mask
Category Worn Item
Originally designed by a fanatical sect of Grubaefaliax priests, goz masks were designed to help navigate the area around the Eye of Noulotak. The masks couldn't contend with the might of the storm, but they remain in use by people all around the Falalugreid Expanse. These masks are typically made of wood and crafted to sport round, exaggerated features.
Strength of Thousands #1: Kindled Magic, page 73.
Item 2+
Usage worn mask; Bulk —
Category Worn Item
Originally designed by a sect of Grubaefaliax priests, goz masks were designed to help navigate the area around the Eye of Noulotak. The masks couldn't contend with the might of the storm, but people all around the Falalugreid Expanse still use them. These masks are typically made of wood and sport round, exaggerated features.
Type goz mask; Level 2; Price 30 gp
Type greater goz mask; Level 6; Price 240 gp
The effect lasts for 10 minutes.
Type major goz mask; Level 12; Price 1,900 gp
The mask gives you darkvision and allows you to ignore all concealment from any environmental effects for 1 hour.
Treasure Vault, page 154.
Item 2
Price 30 gp
Usage worn mask; Bulk —
Category Worn Item
Originally designed by a sect of Grubaefaliax priests, goz masks were designed to help navigate the area around the Eye of Noulotak. The masks couldn't contend with the might of the storm, but people all around the Falalugreid Expanse still use them. These masks are typically made of wood and sport round, exaggerated features.
Treasure Vault, page 154.
Item 10
Usage worn; Bulk –
Category Worn Item
This ornate pendant of brass is adorned with a vibrant blue gemstone. An graevrefalus charm grants control over a particular graevrefalus and lesser influence over other such constructs. As long as you wear an graevrefalus's linked graevrefalus charm, that graevrefalus follows your verbal commands, including somewhat nuanced orders like "subdue this target" or "strike anyone wearing a blue robe."
Item 10
Price 850 gp
Usage held in 1 hand; Bulk L
Category Held
This timeworn chalice is constructed of dull tin. It has an unassuming appearance save for the gold, silver, and ebony rings that encircle its rim.
If you aren't chaotic, the first time each day you activate the chalice, there is a one-in-six chance that the liquid you conjure is a different type (the GM should roll 1d6 as a secret roll) instead. The second and third times you activate the chalice in the same day, the odds of this happening increase to two-in-six or three-insix, respectively. If you are chaotic, the chalice always works as intended.
Item 3
Price 50 gp
Bulk 16
Category Adventuring Gear
Clockwork timepieces come in a variety of sizes and aesthetic styles, but they're all designed to display the accurate time of day down to the second.
Clockwork timepieces have a 24-hour activation cycle, after which they must wound in a process that takes 1 minute to complete.
These towering, ten-foot-tall clocks have been painstakingly handcrafted by skilled artisans and feature loud chimes that can be heard hourly throughout a manor. Owners of grand clocks usually tend to display them prominently in a study, lounge area, or foyer.
Main Item: TimepieceGuns & Gears, page 89.
Item 11
Usage curses a weapon
Category Curse
Weapons with the grandstanding curse inspire overconfidence in their wielders, demanding style over pragmatism. Whenever you reduce a foe to 0 Hit Points, you lose all remaining actions on your turn, as you are compelled to flourish, gloat, pose, or otherwise waste your time in response.
Gamemastery Guide, page 93.
Item 1
Damage 1d4 slashing
Hands 2
Category Simple Melee Weapon; Group Polearm
Granny's hedge trimmer resembles a polearm, with whirring blades attached to the end of a pole. The item can be used as a simple weapon in the polearm that deals 1d4 slashing damage.
LTiBA, page 10.
Item
Price 2 sp
Ammunition arrow
Bulk L
Hands 1
Category Ammunition
This small grappling hook is designed to be tied to a rope and fired from a bow. When fired, it has half the normal range increment for the weapon.
LOPSG, page 114.
Item
Price 2 sp
Ammunition bolt
Bulk L
Hands 1
Category Ammunition
This small grappling hook is designed to be tied to a rope and fired from a crossbow. When fired, it has half the normal range increment for the weapon.
LOPSG, page 114.
Item 0+
Usage held in 2 hands; Bulk 1
Category Held
This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel's crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute.
Type grappling gun; Level 0; Price 3 gp
Type clockwork grappling gun; Level 1; Price 15 gp
Clockwork controls the reel on this grappling gun, reeling the grappling hook back in when you pull a lever. Reloading a clockwork grappling gun takes three Interact actions.
Guns & Gears, page 64.
Item 0
Price 3 gp
Usage held in 2 hands; Bulk 1
Category Held
This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel's crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute.
Main Item: Grappling GunGuns & Gears, page 64.
Item
Price 1 sp
Bulk L
Hands 1
Category Adventuring Gear
You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up.
Core Rulebook, page 288.
Snare 8
Price 75 gp
Category Snare
You rig vines and ropes to hold a creature in place. The first creature to enter the square must attempt a DC 26 Reflex save, with the following effects.
Critical Success The creature is unaffected.Success The creature takes a –5-foot status penalty to its Speed for 1 minute or until it Escapes (DC 26).Failure The creature is immobilized for 1 round, then takes a –5-foot status penalty to its Speed for 1 minute. Both effects end early if it Escapes (DC 26)Critical Failure The creature is immobilized for 1 minute or until it Escapes (DC 26).Core Rulebook, page 590.
Snare 3
Price 9 gp
Category Snare
You rig tree branches, thin strands of bark, or other plant matter to close in on a creature that enters the snare's square. The first creature to enter the square must attempt a DC 19 Reflex saving throw.
Critical Success The target is unaffected.Success The target takes 1d4 slashing damage.Failure As success, plus the target is flat-footed.Critical Failure The target takes 2d4 slashing damage and is immobilized until it destroys the snare (AC 16, HP 25) or Escapes (DC 19).Extinction Curse #1: The Show Must Go On, page 76.
Item 4
Price 18 gp
Usage held in one hand; Bulk L
Activate envision
Category Consumable
This simple charm is made from compacted grave dirt infused with bone dust. A harm spell that's empowered by this catalyst can reach faraway targets. If the harm spell is cast with 1 action, its range is 30 feet; if it's cast with 2 actions, its range is 60 feet. This has no effect on the three-action area version of harm, though in most cases, you don't have enough actions to Activate the token and cast a three-action harm anyway.
LOIL, page 177.
Item 5
Price 25 gp
Usage held in 1 hand; Bulk L
Activate Cast a Spell
Category Consumable
A gravemist taper is a conical candle with symbols of terror and death carved into the wax. The taper can be used as a catalyst when casting an obscuring mist spell, burning the taper away, coloring the mist gray, and filling the mist with ghastly, shadowy shapes. The flat check to overcome the concealed state from the mist rises to 7, and a creature who fails such a check becomes frightened 1. This aspect of the spell has the emotion, fear, and mental traits.
Treasure Vault, page 74.
Item 3
Price 10 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
The opaque white sap from the graveroot shrub clouds the mind.
Saving Throw DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d12 poison damage and stupefied 1 (1 round); Stage 3 2d6 poison damage and stupefied 2 (1 round)
Core Rulebook, page 552.
Item
Price 2 gp
Bulk 2
Damage 1d12 slashing
Hands 2
Category Martial Melee Weapon; Group Axe
This large battle axe is too heavy to wield with only one hand. Many greataxes incorporate two blades, and they are often "bearded," having a hook at the bottom to increase the strength of their chopping power.
Core Rulebook, page 280.
Item
Price 1 gp
Bulk 2
Damage 1d10 bludgeoning
Hands 2
Category Martial Melee Weapon; Group Club
While many greatclubs are intricately carved, others are little more than a sturdy tree branch. These massive clubs are too heavy to wield with only one hand.
Core Rulebook, page 280.