60 items, from Greater Brilliant to Greater Drums of War.
Greater Brilliant · Greater Brooch of Inspiration · Greater Bullhook · Greater Buzzsaw Axe · Greater Camouflage Dye · Greater Camp Shroud · Greater Chameleon Suit · Greater Choker of Elocution · Greater Choker-Arm Mutagen · Greater Chromatic Jellyfish Oil · Greater Clandestine Cloak · Greater Clarity Goggles · Greater Cloak of Elvenkind · Greater Cloak of Repute · Greater Cloak of the Bat · Greater Clockwork Goggles · Greater Clockwork Shield · Greater Cloister Robe · Greater Codebreaker's Parchment · Greater Codex of Unimpeded Sight · Greater Cognitive Mutagen · Greater Cold Comfort · Greater Composer Staff · Greater Comprehension Elixir · Greater Conduit Shot · Greater Contagion Metabolizer · Greater Conundrum Spectacles · Greater Cooperative Waffles · Greater Corrosive · Greater Coyote Cloak · Greater Crackling Bubble Gum · Greater Crafter's Eyepiece · Greater Crown of the Fire Eater · Greater Crushing · Greater Cryomister · Greater Crystal Shards · Greater Dabiagur's Cloak · Greater Daibiamias's Elixir · Greater Damored's Feather · Greater Dancing Scarf · Greater Daredevil Boots · Greater Darkvision Elixir · Greater Darkvision Scope · Greater Dawnlight · Greater Dazzling Rosary · Greater Deadweight Mutagen · Greater Defiled Costa · Greater Demolition Fulu · Greater Demon Mask · Greater Desolation Locket · Greater Dinosaur Boots · Greater Disrupting · Greater Disrupting Oil · Greater Doubling Rings · Greater Dragon's Blood Pudding · Greater Dragonscale Staff · Greater Drakeheart Mutagen · Greater Dread · Greater Dread Ampoule · Greater Drums of War
Rune 18
Price 24,000 gp
Usage etched onto a weapon
Category Rune
This rune causes a weapon to transform into pure, brilliant energy. The weapon deals an additional 1d4 fire damage on a successful Strike, as well as 1d4 good damage to fiends and 1d4 positive damage to undead.
On a critical hit, the target must succeed at a DC 29 Fortitude save or be blinded for 1 round.
The save DC is 41, the counteract level is 9, the counteract modifier is +31, and damage dealt by this weapon ignores the target's fire, good, or positive resistance.
Main Item: BrilliantSecrets of Magic, page 180.
Item 11
Price 1,200 gp
Usage worn
Category Worn Item
This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus to checks to Recall Knowledge with Lore skills.
On this check, you roll twice and take the higher result.
The item bonus is +2, and the frequency for the activation is once per hour.
Main Item: Brooch Of InspirationLOTGB, page 110.
Item 12
Price 1,900 gp
Usage held in 1 hand; Bulk 1
Category Held
A bullhook is a stout rod about 4 feet long with a blunt hook on the end. Too dull to be useful as a weapon, a bullhook is instead used to direct animals in training or in performing their tasks. A bullhook grants you an item bonus to Nature checks to Command an Animal while you are holding it.
The item bonus is +2, the command spell is 5th level, and the DC is 30.
Craft Requirements Supply a casting of command of the appropriate level.
Main Item: BullhookItem 15
Price 6,250 gp
Usage held in 1 hand; Bulk 1
Category Held
With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems like it wants to whirl free from your grip. A Strike with this axe that benefits from the sweep trait's circumstance bonus on attack rolls also gains a +2 circumstance bonus to the damage roll.
The axe is a +2 greater striking battle axe, the circumstance bonus to damage is +3, and the activation's DC is 34.
Main Item: Buzzsaw AxeSecrets of Magic, page 181.
Item 7
Price 60 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their surroundings. When you Activate the dye by sprinkling it on yourself or a creature within reach, the target and its clothing change colors, blending into their surroundings until the target makes a sudden movement.
The target can Hide or Sneak without cover or concealment for 10 minutes. If the target uses a hostile action or moves at more than half its Speed, after that action is completed, the effects of camouflage powder end and the creature ceases to be hidden or undetected.
The dye lasts 1 minute, and the effects don't end if the target uses a hostile action or moves at more than half its Speed.
Main Item: Camouflage DyeTreasure Vault, page 52.
Item 13
Access Kaetiarn have access to this item.
Price 500 gp
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
Knights make use of this magically treated powder to help hide their camps while traveling through the Staemorn or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen.
A creature outside the area that uses the Seek action or Search activity to examine the area or look for smoke and light coming from that direction can attempt a DC 18 Perception check to disbelieve the illusion.
The mist enshrouds a 25-foot emanation, and the DC is 30.
Main Item: Camp ShroudLOKL, page 89.
Item 8
Price 80 gp
Usage worn over armor and clothes; Bulk L
Activate Interact
Category Consumable
This complex clockwork outerwear, worn over armor or other clothing, is composed of thin, interlocking scales of myriad colors attached to numerous clockwork gears that can rotate between all visible colors and shades.
When activated, the clockwork gears work double-time to temporarily switch and adjust the scales to match the exact coloration of the area around you, allowing you to blend in as long as you stay still. For the duration, you can Hide without needing cover or concealment to do so. This doesn't allow you to Sneak without ending your movement in cover or concealment, however, as the clockwork flips over and adjusts the scales to match your background as you move, giving the impression of rippling waves of color and revealing your movement. Once the duration expires, the overworked clockwork and scales fall apart.
The effect lasts for 10 minutes.
Main Item: Chameleon SuitGuns & Gears, page 67.
Item 10
Price 850 gp
Usage worn collar; Bulk L
Category Worn Item
This platinum choker bears characters from a language's alphabet, and it gives knowledge of that language and the associated culture's customs. You gain a +1 item bonus to Society checks and the ability to understand, speak, and write the chosen language.
Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3.
The item bonus is +2. The choker bears characters from three languages and grants fluency in all three.
Craft Requirements You know the language or languages the choker grants.
Main Item: Choker of ElocutionCore Rulebook, page 608.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through, and you increase your reach by the listed amount.
Drawback You take a –1 penalty to Athletics checks, Stealth checks, Thievery checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage.
The bonus is +3, your reach increases by 10 feet, and the duration is 1 hour.
Main Item: Choker-Arm MutagenTreasure Vault, page 59.
Item 19
Price 5,200 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil's type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to Squeeze, and you can move 5 feet per round when you successfully Squeeze (or 10 feet per round on a critical success). You can also Crawl at half your Speed.
The oil grants resistance 15.
Main Item: Chromatic Jellyfish OilTreasure Vault, page 59.
Item 10
Price 900 gp
Usage worn cloak; Bulk L
Category Worn Item
When you pull up the hood of this nondescript gray cloak (an Interact action), you become drab and uninteresting, gaining a +1 item bonus to Stealth checks and to Deception checks to Impersonate a forgettable background character, such as a servant, but also taking a –1 item penalty to Diplomacy and Intimidation checks.
The item bonus is +2, and when you activate the cloak, you gain the benefits of 5th-level nondetection for 8 hours.
Main Item: Clandestine CloakCore Rulebook, page 608.
Item 19
Price 32,500 gp
Usage worn eyepiece; Bulk —
Category Worn Item
Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture of them. While wearing the goggles, you gain a +1 item bonus to visual Perception checks.
The goggles grant a +3 item bonus. They work against effects created by 9th-level or lower spells or a creature of 19th level or lower.
Main Item: Clarity GogglesTreasure Vault, page 146.
Item 12
Price 1,750 gp
Usage worn cloak; Bulk L
Category Worn Item
This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast the ghost sound cantrip as an arcane innate spell. When you adjust the cloak's clasp (an Interact action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +1 item bonus to Stealth checks.
The cloak grants a +2 item bonus, and the effects of 4th-level invisibility. If you're also wearing boots of elvenkind, the greater cloak of elvenkind allows you to Sneak in forest environments even when creatures are currently observing you.
Main Item: Cloak of ElvenkindCore Rulebook, page 608.
Item 9
Price 1,300 gp
Usage worn cloak; Bulk 1
Category Worn Item
This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, granting you a +1 item bonus to Diplomacy checks to Make an Impression. Creatures attempting to learn about you gain the same bonus to Gather Information about you.
The item bonus is +2. You can activate the cloak twice per day.
Main Item: Cloak Of ReputeLOCG, page 72.
Item 17
Price 13,000 gp
Usage worn cloak; Bulk L
Category Worn Item
Sewn from several long strips of luxurious brown and black silk, this cloak grants you a +2 item bonus to Stealth checks as well as to Acrobatics checks to Maneuver in Flight. You can also use your feet to hang from any surface that can support your weight, without requiring any check, though you still must attempt Athletics checks to Climb in order to move around while inverted.
The item bonus is +3, and you can activate the cloak any number of times per day.
Main Item: Cloak of the BatCore Rulebook, page 608.
Item 4
Price 15 gp
Usage worn eyepiece; Bulk L
Activate Interact
Category Consumable
This heavy set of mechanical goggles contains a variety of different lenses for different situations, including lenses that filter light at different intensities and frequencies and even some that capture heat and other stimuli. Clockwork mechanisms can swap between the lenses rapidly as needed.
However, many of these lenses can only capture a single stimulus once and then are forever etched with it, making them unsuitable for long-term use. When activated, the clockwork mechanism on the goggles rapidly switches between the different lenses, granting you the benefits of all of them for a brief period of time.
When activated, you gain low-light vision and darkvision for 10 minutes.
Main Item: Clockwork GogglesGuns & Gears, page 68.
Item 18
Price 22,000 gp
Usage held in 1 hand; Bulk 1
Category Held
This brass-coated, steel shield (Hardness 12, HP 90, BT 45) has +2 striking shield spikes made of bronze gears.
A greater clockwork shield's (Hardness 17, HP 130, and BT 65) gears are +3 greater striking shield spikes.
Main Item: Clockwork ShieldTreasure Vault, page 22.
Item 15
Price 6,000 gp
Usage worn garment; Bulk 1
Category Worn Item
The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit.
The robe is +1 resilient explorer's clothing and grants a +1 item bonus to Religion checks. The robe doesn't grant any benefits to a wearer who doesn't worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity's domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe's level.
The robe is +2 greater resilient explorer's clothing with the focused trait. It also has the skill bonuses and activation of a cassock of devotion.
Craft Requirements You are a cleric who worships the deity tied to the robe.
Main Item: Cloister RobeTreasure Vault, page 148.
Item 10
Price 950 gp
Usage held in 2 hands; Bulk L
Category Held
This finely crafted, seemingly mundane parchment is useful for writing sensitive documents. When words are written on this parchment, they instantly scramble into unrecognizable script, requiring a DC 20 check to Decipher Writing.
The DC to Decipher Writing is 30 and requires master proficiency.
Main Item: Codebreaker's ParchmentSecrets of Magic, page 182.
Item 12
Price 1,800 gp
Bulk L
Category Grimoire
A female figure peers through her blindfold from the cover of this stately tome.
The frequency of the activation is once per hour instead of once per day. When you use it, you gain a +1 item bonus on your Perception check to Seek or skill check to Recall Knowledge.
Main Item: Codex Of Unimpeded SightSecrets of Magic, page 162.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your mind becomes clear and cognition flows freely, but physical matters seem ephemeral.
Benefit You gain a +3 item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge for 1 hour. You become trained in one Intelligence-based skill, chosen at creation. Your critical failures on Recall Knowledge checks become failures instead.
Drawback You take a –2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4.
Main Item: Cognitive MutagenCore Rulebook, page 547.
Item 15
Price 1,300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
The contraption called cold comfort is a watertight pouch filled with a handful of small, heavy, silvery pellets. When emptied into an adjacent body of water, the pellets freeze the water's surface almost instantly, creating an ice block in a 20-foot square to a depth of 1 foot which lasts for 3 hours or until broken. Any creatures inside this space must attempt a DC 34 Reflex save. On a failure, the creature takes 4d6 cold damage and is immobilized for 1 minute or until it Escapes (DC 31) or the ice is broken. The entire ice block has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. The block of ice is strong enough to support one Huge creature, up to 2 Large creatures, or up to 8 Medium or Small creatures. Traversing the slippery ice requires a successful DC 31 Acrobatics check to Balance.
Main Item: Cold ComfortLOTGB, page 18.
Item 8
Price 480 gp
Usage held in 1 hand; Bulk 1
Category Staff
A composer staff is short and shaped like an elegant black conductor's baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to Performance checks made with it.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Composer StaffTreasure Vault, page 131.
Item 7
Price 54 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This bitter draught opens your mind to the potential of the written word. For 10 minutes after drinking this elixir, you can understand any words you read, so long as they are written in a common language. This elixir doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to Decipher Writing.
Main Item: Comprehension ElixirCore Rulebook, page 547.
Item 14
Price 600 gp
Ammunition any
Activate command
Category Consumable
Fine lines of djezet sparkle in conduit shot. When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 3rd level or lower; has an area of a burst, cone, or line; and does not have a duration, the djezet in the ammunition flares in striations of red light, increasing the area of that spell. Add 5 feet to the radius of a burst that has a radius of at least 10 feet or to the length of a cone or line normally 15 feet long or smaller. For a larger cone or line, add 10 feet to the length. These increases are based on the spell's original area, ignoring any increases due to other effects, such as the Widen Spell feat. Increasing a spell's area destroys the ammunition, which otherwise remains active for 1 minute.
The spell can be 7th level or lower.
Main Item: Conduit ShotTreasure Vault, page 80.
Item 19
Price 8,000 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn't happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour.
If you're a chirurgeon alchemist and have powerful alchemy, you can substitute your statistics when you create a contagion metabolizer using Quick Alchemy, if your stats are higher. This replaces the counteract level with half your level rounded up and the counteract modifier with your class DC – 10.
The elixir has a counteract level of 10 and a +30 counteract modifier.
Main Item: Contagion MetabolizerTreasure Vault, page 59.
Item 10
Price 850 gp
Usage worn eyepiece
Category Worn Item
These wire spectacles have been fitted with circular glass lenses. While wearing the spectacles, you gain a +2 item bonus to Decipher Writing.
PFUM.
Item 5
Price 25 gp
Usage held in 2 hands; Bulk L
Activate 10 minutes Interact
Category Consumable
Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who share the batch. You can split the waffles with one other creature. After you both eat half of the waffles to Activate them, when one of you uses Follow the Expert to follow the other, the circumstance bonus granted is 1 higher. The waffles' bonus lasts 24 hours or until you next make your daily preparations, whichever comes first. You can only be linked to one creature in this way at a time; if either of you eats cooperative waffles again, the effect of your previous waffles ends.
The benefit of the waffles also applies when one of you successfully Aids a skill check the other attempts.
Main Item: Cooperative WafflesTreasure Vault, page 47.
Rune 15
Price 6,500 gp
Usage etched onto a weapon
Category Rune
Acid sizzles across the surface of the weapon. When you hit with the weapon, add 1d6 acid damage to the damage dealt.
In addition, on a critical hit, the target's armor (if any) takes 3d6 acid damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead.
The acid damage dealt by this weapon ignores the target's acid resistance. Increase the acid damage dealt to armor or a shield on a critical hit to 6d6.
Main Item: CorrosiveCore Rulebook, page 583.
Item 9
Price 650 gp
Usage worn cloak; Bulk —
Category Worn Item
This dusty coat is made of mangy brown-and-gray coyote fur.
You gain a +1 item bonus to Survival checks. If you critically succeed at your Survival check to Subsist, you can feed twice as many additional creatures.
The cloak grants a +2 item bonus, and if you critically succeed at a Survival check to Subsist, you can feed four times as many additional creatures.
Main Item: Coyote CloakCore Rulebook, page 609.
Item 13
Price 450 gp
Usage held in 1 hand; Bulk —
Category Consumable
This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects.
The item bonus is +2, the damage is 8d4, and the DC is 30.
Main Item: Crackling Bubble GumTreasure Vault, page 47.
Item 11
Price 1,200 gp
Usage worn eyepiece; Bulk —
Category Worn Item
This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts. While worn, this eyepiece gives you a +2 item bonus to Crafting checks. When you Repair an item, increase the Hit Points restored by 15 per proficiency rank instead of 10.
Core Rulebook, page 609.
Item 12
Price 2,000 gp
Usage worn; Bulk L
Category Worn Item
A wreath of flames dances around the rim of this golden crown. You gain resistance 5 to fire.
The constant fire resistance is 10. When activated, the fire resistance and maximum number of Hit Points regained are each 25.
Main Item: Crown Of The Fire EaterLOTGB, page 110.
Rune 9
Price 650 gp
Usage etched onto a bludgeoning weapon
Category Rune
Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this weapon, your target becomes clumsy 1 and enfeebled 1 until the end of your next turn.
Your critical hits leave the target clumsy 2 and enfeebled 2 until the end of your next turn.
Main Item: CrushingLOTGB, page 42.
Item 11
Price 250 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you've done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a 15-foot burst, making the affected area difficult terrain for 1 minute; , at the GM's discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister's rapidly cooling mist deals 5 cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an Acrobatics check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one Huge creature, two Large creatures, or four Medium or smaller creatures.
Main Item: CryomisterGuns & Gears, page 68.
Item 12
Price 350 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb explodes, it deals the listed piercing damage and piercing splash damage as the mixture suddenly turns into solid crystals flying at high speeds.
Surfaces in the splash area grow brittle, gleaming red crystals that crumble to dust after 1 minute. The crystals on level surfaces are caltrops (Core Rulebook 287). The crystals on vertical surfaces can be used briefly as handholds, granting the listed item bonus to the next Athletics check to Climb each space. The crystals in each space crumble after the creature leaves, whether Climbing or moving through the caltrops.
The item bonus is +2. The bomb deals 3d4 piercing damage and 5 piercing splash damage.
Main Item: Crystal ShardsAdvanced Player’s Guide, page 252.
Item 19
Price 40,000 gp
Usage worn cloak; Bulk 1
Category Worn Item
This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear's ferocity. If you have the Rage action, while raging you grow jaws that deal 1d10 piercing damage and claws that deal 1d6 slashing damage and have the agile trait.
This transformation is a morph effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +2 weapon potency rune and a greater striking rune with these attacks (gaining a +2 item bonus to attack rolls and increasing the weapon damage dice by two).
If you have an animal instinct and the bestial rage instinct ability, instead of gaining these unarmed attacks, your unarmed attacks from the bestial rage instinct ability gain the benefits of a +3 weapon potency rune and a major striking rune (granting a +3 item bonus to attack rolls and increasing the weapon damage dice by three).
Craft Requirements You are a barbarian with the animal instinct.
Main Item: Dabiagur's CloakCore Rulebook, page 606.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery.
You gain an item bonus to Perception checks and Perception DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves.
The bonus is +3, and the duration is 1 hour.
Main Item: Daibiamias's ElixirAV1, page 78.
Item 14
Price 4,100 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
A damored's feather is a shimmering red and gold feather, seeming almost metallic, although delicate and flexible to the touch.
Though most aren't made from true damored feathers, as the reclusive outsiders avoid visitors from the Material Plane, their connection to positive energy lent the spellhearts their name.
The item bonus when affixed to armor is +3.
Treasure Vault, page 126.
Item 9
Price 650 gp
Usage worn belt; Bulk —
Category Worn Item
This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to Performance checks to dance.
The scarf grants a +2 bonus. When you activate the scarf, you can also Stride up to half your Speed or Step.
Main Item: Dancing ScarfCore Rulebook, page 609.
Item 17
Price 14,000 gp
Usage worn shoes; Bulk L
Category Worn Item
These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item bonus to Acrobatics checks and a +1 circumstance bonus to checks to Tumble Through an enemy's space.
The boots can grip solid surfaces and help you avoid a fall, allowing you to use the Grab an Edge reaction even if your hands aren't free. You treat falls as 10 feet shorter or, if you have the Cat Fall feat, treat your proficiency rank in Acrobatics as one degree better to determine the benefits of that feat. If you have Cat Fall and are already legendary in Acrobatics, you can choose the speed of your fall, from 60 feet per round up to normal falling speed.
The bonus to Acrobatics checks is +3, and the bonus to Tumble Through is +2. The boots can be activated.
Activate command; Frequency once per day; Effect The boots cast freedom of movement on you.
Main Item: Daredevil BootsCore Rulebook, page 609.
Item 8
Price 90 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for 24 hours.
Main Item: Darkvision ElixirCore Rulebook, page 547.
Item 15
Price 5,500 gp
Usage attached
Category Scope Customization
These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical properties into their design. While relatively useless under normal lighting conditions, these crystals can help bring things into focus when used in dim light. The scope is then given an enchantment to enhance these properties for use in darkness. The scope grants you a +2 item bonus to Perception checks involving sight in areas of dim light visible through the scope (as well as in areas of darkness, if the scope has been activated).
Guns & Gears, page 180.
Item 7
Price 320 gp
Usage held in 1 hand; Bulk L
Category Held
This shining symbol of Bedrud depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess.
Whenever you successfully counteract magical darkness while holding this symbol, the clash of magic unleashes a momentary flash of light. Creatures with darkvision in the area of the light spell or targeted by it must succeed at a DC 23 Fortitude save or be dazzled for 1 round. Those with light blindness are also exposed to bright light.
Change the list of spells to 3rd-level versions of disrupt undead, light, and searing light. The spell attack roll and counteract modifier are +13.
Craft Requirements You have a spellcasting class feature with the divine tradition.
Main Item: DawnlightBook of the Dead, page 18.
Item 12
Price 350 gp
Usage held in 1 hand; Bulk L
Category Consumable
When energy courses through these lustrous beads, they glow brightly in the sacred colors of the spellcaster's faith. A spiritual weapon empowered with this catalyst flashes with bright light when it critically Strikes a target, causing the target to be dazzled until the beginning of your next turn. The type of rosary determines the maximum spell level of spiritual weapon that can use the rosary as a catalyst.
The rosary can be used with a spiritual weapon of any spell level.
Main Item: Dazzling RosarySecrets of Magic, page 168.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around.
Benefit You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. Drawback You gain the encumbered condition and can't remove it while under the effects of the mutagen.
The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you.
Main Item: Deadweight MutagenTreasure Vault, page 59.
Item 17
Price 2,500 gp
Usage held in one hand; Bulk L
Activate envision
Category Consumable
This still-bloody rib was taken from a priest of Trishil at the moment they passed into undeath and has a constant stench of decay. The first time any creature critically fails its saving throw against a mask of terror spell cast using this catalyst, it also takes 6d10 mental damage, with a basic Fortitude save against the spell's DC, as it lives through the memory of having its rib torn from its body. Once any creature takes this damage, the defiled costa's effect ends, and no other creatures take the damage, even if they critically fail.
A creature who critically fails against this save is killed instantly. This effect has the incapacitation trait.
Main Item: Defiled CostaLOIL, page 177.
Item 17
Price 2,750 gp
Usage affixed to an object or structure; Bulk —
Category Consumable
A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it's affixed to by an amount equal to the fulu's level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a Stealth DC to detect it and Thievery DC to disable it according to its type.
Sometimes called the rust fulu, good for destroying metal objects; 10d6 bludgeoning damage, DC 37.
Main Item: Demolition FuluTreasure Vault, page 76.
Item 10
Price 900 gp
Usage worn mask; Bulk L
Category Worn Item
This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to Intimidation checks.
The mask grants a +2 item bonus. It casts 3rd-level fear with a DC of 29.
Main Item: Demon MaskCore Rulebook, page 609.
Item 13
Price 2,800 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24.
The item bonus when affixed to armor is +3, and the spell DC is 30.
Treasure Vault, page 125.
Item 16
Price 9,500 gp
Usage worn; Bulk 1
Category Worn Item
The tough, scaled leather of these heavy boots comes from a mighty dinosaur, granting you the steadiness of a lumbering beast. Any time an action or effect would cause you to make a forced movement, roll a DC 17 flat check. On a success, the forced movement fails to affect you.
You gain a foot unarmed attack that has the same statistics as your fist unarmed attack, except its damage die is increased from 1d4 to 1d6. Once during the duration, you can use the Trample 3-action activity (Bestiary 344) to Trample creatures one size smaller than you or smaller. This deals an amount of damage to each creature equal to that of your foot unarmed attack (including any extra weapon damage dice, bonuses, or additional damage as normal), with a DC 27 basic Reflex save. You can Dismiss the activation.
The activation makes you grow to size Huge, if you choose, with the effects of 4th-level enlarge. Either way, the damage die of your foot unarmed attack increases from 1d4 to 1d8, and you can use Trample as many times as you want during the activation.
Main Item: Dinosaur BootsLOTGB, page 42.
Rune 14
Price 4,300 gp
Usage etched onto a melee weapon
Category Rune
A disrupting weapon pulses with positive energy, dealing an extra 1d6 positive damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn.
Increase the extra damage to 2d6. On a critical hit, instead of being enfeebled 1, the undead creature must attempt a DC 34 Fortitude save with the following effects. This is an incapacitation effect.
Critical Success It's enfeebled 1 until the end of your next turn.Success It's enfeebled 2 until the end of your next turn.Failure It's enfeebled 3 until the end of your next turn.Critical Failure It's destroyed. Main Item: DisruptingCore Rulebook, page 584.
Item 11
Price 250 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
A pearlescent fluid, disrupting oil applied to a weapon grants the benefits of a disrupting rune for 1 minute.
The oil acts as a greater disrupting rune with a save DC of 30.
Main Item: Disrupting OilTreasure Vault, page 86.
Item 11
Price 1,300 gp
Usage worn; Bulk —
Category Worn Item
This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon's fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed.
The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn't apply to thrown attacks or if you're holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield).
The rings also replicate property runes from the weapon in the gold-ringed hand, so long as the weapon in the iron-ringed hand meets all the prerequisites for a given rune and is not a specific weapon. The weapon in the iron-ringed hand gains the benefits of those runes. All its own runes are suppressed.
When you invest the rings, you can elect for the rings to transfer only fundamental runes, in which case they function as standard doubling rings.
Main Item: Doubling RingsCore Rulebook, page 609.
Item 13
Price 425 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with a +20 counteract modifier to remove the slowed condition from a single source, using the source of that condition to determine the counteract level and DC.
You also become quickened for 1 round. While taking the additional action from being quickened, you scream, as a result of both the flavor and the mandrake paste's properties. You can use the additional action to Step, Stride, Strike, or Demoralize. If you choose to Demoralize, you gain a +3 item bonus to the Intimidation check.
Main Item: Dragon's Blood PuddingLOTGB, page 46.
Item 20
Price 68,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
A multi-hued array of scales covers a dragonscale staff, forming a gradient of color, and a dragon's claw holds a gem upon the staff's head. Dragons give allies these staves as a mark of esteem.
While wielding a dragonscale staff you seem fiercer, gaining a +1 circumstance bonus to Intimidation checks to Demoralize.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Dragonscale StaffTreasure Vault, page 132.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your skin grows tough scales like a drake, your eyesight become sharp and your pupils slitted, and your limbs grow wiry and quick, but your mind and reflexes become slow.
Benefit You gain a +6 item bonus to AC, a Dexterity cap of +3 (as usual, use your lowest Dexterity cap if you have more than one), and a +3 item bonus to Perception checks for 1 hour or until you use Final Surge, whichever comes first. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus.
You also gain the Final Surge action.
Drawback You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge.
Main Item: Drakeheart MutagenAdvanced Player’s Guide, page 253.
Rune 18
Price 21,000 gp
Usage etched onto armor
Category Rune
Eerie symbols cover your armor, inspiring terror in your foes. Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their frightened condition doesn't decrease below 1 that turn.
The DC is 38, and the value of affected enemies' frightened condition doesn't decrease, no matter the value.
Main Item: DreadLOTGB, page 14.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage.
On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls.
You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage.
Main Item: Dread AmpouleAdvanced Player’s Guide, page 253.
Item 8
Price 460 gp
Usage held in 2 hands; Bulk 1
Category Coda
This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to Performance checks and a +5-foot status bonus to your Speed.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Drums of WarTreasure Vault, page 136.