60 items, from Greater Dust of Corpse Animation to Greater Healer's Gloves.
Greater Dust of Corpse Animation · Greater Eagle-Eye Elixir · Greater Elemental Ammunition · Greater Elixir of Life · Greater Emetic Paste · Greater Endless Grimoire · Greater Energy Mutagen · Greater Energy Mutagen · Greater Energy-Resistant · Greater Enigma Mirror · Greater Entertainer's Lute · Greater Enveloping Light · Greater Etheric Essence Disruptor · Greater Euphoric Loop · Greater Everyneed Pack · Greater Everyneed Pack · Greater Explosive Ammunition · Greater Explosive Mine · Greater Exsanguinating Ammunition · Greater Extending · Greater Eye of the Unseen · Greater Eye Slash · Greater Faith Tattoo · Greater False Death Vial · Greater Fanged · Greater Fearsome · Greater Fire and Iceberg · Greater Firestarter Pellets · Greater Five-Feather Wreath · Greater Flame Tongue · Greater Flaming · Greater Flaming Star · Greater Flare Beacon · Greater Floating Shield · Greater Focus Cathartic · Greater Folding Boat · Greater Fortification · Greater Frost · Greater Frost Vial · Greater Fury Cocktail · Greater Gearbinder Oil · Greater Gecko Pads · Greater Ghost Charge · Greater Ghostcaller's Planchette · Greater Goggles of Night · Greater Golden Branding Iron · Greater Golden Silencer · Greater Golden-Cased Bullet · Greater Goo Grenade · Greater Goz Mask · Greater Goz Mask · Greater Grim Sandglass · Greater Grudgestone · Greater Guardian Staff · Greater Hat of Disagreeable Disguise · Greater Hat of Disguise · Greater Hat of the Magi · Greater Hauling · Greater Healer's Gel · Greater Healer's Gloves
Item 16
Price 1,500 gp
Usage held in 2 hands
Activate Interact
Category Consumable
This black pouch contains what appears to be fine bone dust.
Pouring the dust in a special pattern over a corpse turns it into an undead creature. The type of undead created depends on the condition of the corpse, resulting in either a skeleton or a zombie (Bestiary 298 and 340, respectively). If the undead's level would be greater than 3, the dust fails to animate it. The body must be of an appropriate size and type for the undead you wish to create—for example, you must sprinkle the dust on a horse's skeleton to animate a skeletal horse. If more than one undead in the level range is appropriate, such as skeletal guard or skeletal champion for a Medium humanoid skeleton, you choose.
The animated undead has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation.
The undead creature remains animated for 1 minute before collapsing back into its corpse form. As usual, you can have a maximum of four minions under your control.
You can animate an undead with a level of 11 or lower.
Main Item: Dust Of Corpse AnimationAdvanced Player’s Guide, page 257.
Item 10
Price 200 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
After you drink this elixir, you notice subtle visual details. For the next hour, you gain a +3 item bonus to Perception checks, or +4 when attempting to find secret doors and traps.
Main Item: Eagle-eye ElixirCore Rulebook, page 548.
Item 11
Price 210 gp
Ammunition any
Activate Interact
Category Consumable
When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type.
The ammunition deals 3d4 persistent damage and 3 splash damage.
Main Item: Elemental AmmunitionTreasure Vault, page 42.
Item 13
Price 600 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Elixirs of life accelerate the body's natural healing processes and immune system. Upon drinking this elixir, you regain 7d6+18 Hit Points and gain a +2 item bonus to saving throws against diseases and poisons for 10 minutes.
Main Item: Elixir of LifeCore Rulebook, page 548.
Item 14
Price 700 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within reach, typically on the throat. The paste makes it easy for the sickened creature to purge, granting it an immediate Fortitude save to reduce its sickened condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the sickened condition for 1 hour.
The bonus is +4.
Main Item: Emetic PasteTreasure Vault, page 53.
Item 10
Price 900 gp
Bulk L
Category Grimoire
When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +2 item bonus to checks to Learn a Spell if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 3rd-level spell.
Main Item: Endless GrimoireSecrets of Magic, page 162.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire.
When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts.
Benefit For an hour after consuming the elixir, you gain resistance 15 to the attuned energy type. Whenever you score a hit with a melee weapon, add 1d6 damage of the attuned energy type. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy that deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (DC 25 basic Reflex save).
Drawback You gain weakness 5 to the other three energy types.
Main Item: Energy MutagenThe Fall of Plaguestone, page 56.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts.
Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type.
Drawback You gain weakness 5 to the other three energy types.
You gain resistance 15, add 1d6 damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals 2d6 damage of the attuned type for every full 10 minutes of duration remaining (maximum 8d6) to each creature in the area, with a DC 25 basic Reflex save.
Main Item: Energy MutagenTreasure Vault, page 60.
Rune 12
Price 1,650 gp
Usage etched onto armor
Category Rune
These symbols convey protective forces from the Elemental Planes. You gain resistance 5 to acid, cold, electricity, or fire.
The crafter chooses the damage type when creating the rune.
Multiple energy-resistant runes can be etched onto a suit of armor; rather than using only the highest-level effect, each must provide resistance to a different damage type. For instance, a +2 acid-resistant greater fire-resistant breastplate would give you acid resistance 5 and fire resistance 10.
You gain resistance 10 to the specified damage type.
Main Item: Energy-ResistantCore Rulebook, page 582.
Item 10
Price 950 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language.
The spell DC of any spell cast by activating this item is 23.
The spell DC is 27.
Treasure Vault, page 125.
Item 8
Price 460 gp
Usage held in 2 hands; Bulk L
Category Coda
This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you're currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it's favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to Diplomacy and Performance checks.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Entertainer's LuteTreasure Vault, page 136.
Item 9
Price 650 gp
Usage tattoo
Category Tattoo
This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that bolsters your body and soul. The first time each day that someone attempts to Treat your Wounds and rolls a critical failure, they get a failure instead.
Any time someone rolls a critical failure to Treat your Wounds, they get a failure instead. The glow has the effects of a 4th-level light spell, and you regain 2d8 Hit Points per round.
Main Item: Enveloping LightLOTGB, page 38.
Item 11
Price 1,400 gp
Usage held in 1 hand; Bulk 1
Activate Interact
Category Consumable
An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Voltaic etheric-spirit singers, though without the need for a Voltaic coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active divine or occult spell within 60 feet, with a +18 counteract modifier and counteract level of 6.
Main Item: Etheric Essence DisruptorGuns & Gears, page 68.
Item 13
Price 450 gp
Usage held in 1 hand; Bulk L
Activate Cast a Spell
Category Consumable
This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a charm spell, the enchantment creates a blissful experience for one target of your choice.
When the spell ends, even if you Dismiss it, the sudden mental dissonance between the charmed state and reality forces the target to attempt a Will save against your spell DC.
Critical Success The target is unaffected.Success The target is stunned 1 or, if the spell ended because of a hostile action, confused for 1 round.Failure The target is stunned 2 or, if the spell ended because of a hostile action, confused for 1 round.Critical Failure The target is stunned 3 or, if the spell ended because of a hostile action, confused for 2 rounds.The catalyst affects all targets of the charm spell, up to 10.
Main Item: Euphoric LoopTreasure Vault, page 74.
Item 7
Price 100 gp
Usage worn on belt
Category Worn Item
Constructed of green material and decorated with a white Glyph of the Open Road, a dozen or more small pockets line the inside of this pack. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of any kind of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack empties after 8 gp worth of items of your choice are removed, after which it becomes a mundane backpack.
The pack's pocket contain mundane gear worth no more than 5 gp each. You can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack empties after 45 gp worth of items are removed.
Main Item: Everyneed PackLOPSG, page 86.
Item 7
Price 100 gp
Usage worn backpack; Bulk 1
Category Worn Item
Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 8 gp have been removed from it.
A pocket contains mundane gear worth no more than 5 gp each. When you activate the pack, you can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack becomes a mundane backpack after 45 gp worth of items are removed.
Main Item: Everyneed PackTreasure Vault, page 145.
Item 13
Price 520 gp
Ammunition any
Activate Interact
Category Ammunition
This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, dealing 10d6 fire damage to each creature in the area (including the target). Each creature must attempt a DC 30 basic Reflex save.
Main Item: Explosive AmmunitionCore Rulebook, page 559.
Item 12
Price 400 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Consumable
When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use Stealth to Conceal an Object before you Activate the mine. If you don't Conceal the mine, its position is obvious at a glance.
Once activated, the mine is primed to explode when enough pressure is placed on the square where it's located.
Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing 12d6 fire damage to any creatures in a 5-foot emanation with a DC 29 basic Reflex save.
Main Item: Explosive MineGuns & Gears, page 69.
Item 8
Price 80 gp
Ammunition any
Activate Interact
Category Consumable
This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains weakness 3 to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration.
Main Item: Exsanguinating AmmunitionGuns & Gears, page 170.
Rune 13
Price 3,000 gp
Usage etched onto a melee weapon
Category Rune
An extending rune allows you to extend your weapon to impossible lengths.
The activation grants you reach <120 feet> for the Strike.
Main Item: ExtendingSecrets of Magic, page 184.
Item 14
Price 4,000 gp
Usage worn; Bulk L
Category Prosthesis Assistive Item
This prosthetic eye was designed by elven crafters but comes in a range of appearances for different ancestries.
While wearing the eye, you gain a +1 item bonus to visual Perception checks.
This functions as the eye of the unseen, except the item bonus is +2 and it casts a 5th-level see invisibility on you.
Main Item: Eye Of The UnseenLOTGB, page 73.
Item 4
Price 100 gp
Usage tattooed on the body; Bulk —
Category Tattoo
Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye.
The tattoo also grants you a +1 item bonus to Perception checks that involve sight.
Main Item: Eye SlashTreasure Vault, page 120.
Item 8
Price 425 gp
Usage tattooed on the body; Bulk —
Prerequisites worshipper of a deity, alignment matching the deity's follower alignments
Category Tattoo
You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit.
If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter.
The spell is 3rd level, and its DC is 24.
Craft Requirements silver worth 2 gp to include in the ink
Main Item: Faith TattooTreasure Vault, page 120.
Item 16
Price 2,000 gp
Usage affixed to explorer's clothing (or another item in the unarmored defense category); Bulk —
Activate envision; Trigger You would be reduced to 0 Hit Points by damage but not immediately killed; Requirements You are unarmored.
Category Talisman
This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing.
When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your wounded condition increases by 1, and the talisman casts drop dead on you. You and any items you're wearing and holding are instantly transported from your current space to a clear space of your choice within range. You take no damage from the triggering effect. If you are carrying another creature (even one contained inside an extradimensional container), it's left behind in your original space.
The talisman also teleports you to a clear space of your choice that you can see within 120 feet. This also transports any items you're wearing and holding with you, but if this would bring another creature with you—even if you're carrying it in an extradimensional container—the teleportation is canceled.
This effect has the teleportation trait.
Main Item: False Death VialTreasure Vault, page 93.
Rune 8
Price 425 gp
Usage etched onto a melee weapon
Category Rune
When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged weapon in your mouth, you can transform into an animal.
In animal form, you gain low-light vision and a +5-foot item bonus to your Speed.
Main Item: FangedLOTGB, page 106.
Rune 12
Price 2,000 gp
Usage etched onto a weapon
Category Rune
When you critically hit with this weapon, the target becomes frightened 2.
Main Item: FearsomeAdvanced Player’s Guide, page 260.
Item 12
Price 350 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Fiery Anulite paprika, sunrise cinnamon, and winterbite are hidden inside this salad's translucent leaves, bringing the cool of snow and the heat of steam to every bite. The dueling sensations make some diners sweat and others shiver, but all leave with a lasting sense of heat and cold that make other sources pale in comparison. When you consume the salad, you gain resistance 10 to fire and cold for 5 minutes.
Main Item: Fire And IcebergLOTGB, page 46.
Item 10
Price 175 gp
Usage held in 1 hand; Bulk L
Category Consumable
These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a firestarter pellet to a fireball spell produces clinging flames that deal persistent fire damage to all who fail the saving throw against the effect (doubling on a critical failure).
Main Item: Firestarter PelletsSecrets of Magic, page 168.
Item 8
Price 425 gp
Usage affixed to armor or a weapon
Category Spellheart
Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by Activating this item is +14, and the spell DC is 24.
Secrets of Magic, page 170.
Item 17
Price 13,800 gp
Usage held in 1 hand; Bulk 1
Category Weapon
This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius.
This is a +3 greater striking greater flaming longsword. When you activate the sword to cast produce flame, the spell is 9th level.
Activate command; Frequency once per day; Effect A 10-foot emanation of flame radiates from the greater flame tongue for 1 minute. All weapon and unarmed attacks by you and your allies within the area gain the effect of the flaming property rune.
Main Item: Flame TongueCore Rulebook, page 600.
Rune 15
Price 6,500 gp
Usage etched onto a weapon
Category Rune
This weapon is empowered by flickering flame. The weapon deals an additional 1d6 fire damage on a successful Strike, plus 1d10 persistent fire damage on a critical hit.
Increase the persistent damage on a critical hit to 2d10. Fire damage dealt by this weapon (including the persistent fire damage) ignores the target's fire resistance.
Main Item: FlamingCore Rulebook, page 584.
Item 8
Price 425 gp
Usage affixed to armor or a weapon
Category Spellheart
A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. The spell attack roll of any spell cast by Activating this item is +14, and the spell DC is 24.
Secrets of Magic, page 170.
Item 10
Price 180 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 100-foot radius and dim light in the next 100 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures within a 20-foot radius of the beacon must succeed at a DC 27 Fortitude save or be dazzled until they are no longer within 20 feet of it. Additionally, on a critical failure, they are also blinded for 1 round.
Main Item: Flare BeaconGuns & Gears, page 69.
Item 16
Price 9,000 gp
Usage strapped to 1 hand; Bulk L
Category Shield; Group Shield
A floating shield is usually carved with wing motifs. This buckler (Hardness 6, HP 24, BT 12) can protect you on its own.
You can activate the shield any number of times per day.
Main Item: Floating ShieldCore Rulebook, page 587.
Item 12
Price 325 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Focus briefly calms your neurons, helping ease mental effects.
When you drink this elixir, the elixir attempts a counteract check with the listed counteract modifier to remove the confused or stupefied condition from a single source, using the source of that condition to determine the counteract level and DC.
The serum has a +19 counteract modifier.
Main Item: Focus CatharticAdvanced Player’s Guide, page 253.
Item 15
Price 6,000 gp
Usage held in 1 hand; Bulk 1
Category Held
This simple carved box can fold or unfold into a boat when activated.
If the boat is occupied, the item can't be activated. Much like a magical structure (Core Rulebook 596), a folding boat can't harm creatures when it unfolds and creatures within it are set aside harmlessly when it folds.
Any items that were stored inside the box appear in the boat or ship. Items stored on the boat or ship form that are too large to fit inside the box form are ejected from the vehicle and appear on the ground adjacent to the box.
A folding boat with the broken condition must be repaired before it can change form again.
A greater folding boat's alternate form is a cutter, rather than a rowboat, piloted and crewed by ethereal sailors. The ethereal sailors don't prevent you from activating the boat to return it to a box.
Main Item: Folding BoatLOTGB, page 76.
Rune 18
Price 24,000 gp
Usage etched onto medium or heavy armor
Category Rune
A fortification rune wards against the most deadly attacks.
Each time you're critically hit while wearing the etched armor, attempt a DC 17 flat check. On a success, it becomes a normal hit. This property thickens the armor, increasing its Bulk by 1 and the Strength required to reduce its penalties by 2.
The flat check DC is 14.
Main Item: FortificationCore Rulebook, page 582.
Rune 15
Price 6,500 gp
Usage etched onto a weapon
Category Rune
This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 24 Fortitude save.
The save DC is 34. Cold damage dealt by this weapon ignores the target's cold resistance.
Main Item: FrostCore Rulebook, page 584.
Item 11
Price 250 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls.
Main Item: Frost VialCore Rulebook, page 545.
Item 18
Price 4,000 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages.
Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created.
Reflex saves.
You gain a +4 item bonus to melee attack rolls, and the duration is 1 hour.
Main Item: Fury CocktailTreasure Vault, page 48.
Item 18
Price 4,500 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works.
The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, manipulate, or move trait, it must attempt a Fortitude save against a DC determined by the oil's type. A mechanism that's slowed 2 or more by gearbinder oil also can't use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue.
Critical Success The oil becomes inert, and the effect ends.Success The target reduces its slowed condition by 1. If the slowed condition's value is 0, the effect ends.Failure The target increases its slowed condition by 1, to a maximum of slowed 3.Critical Failure The target increases its slowed condition by 2, to a maximum of slowed 3.The DC for saves is 38.
Main Item: Gearbinder OilTreasure Vault, page 54.
Item 9
Price 125 gp
Usage worn (attached to handwear or hands); Bulk L
Activate Interact
Category Consumable
Gecko pads are thin, clockwork devices shaped like palms, which can be strapped onto existing handwear or a creature's hands. When activated, they whir to life and improve your grip on surfaces, while slowly releasing a sticky substance stored within the device's surface to help you climb. The pads give you a climb Speed equal to your Speed as long as your hands are free.
The climb Speed lasts for 1 hour.
Main Item: Gecko PadsGuns & Gears, page 70.
Item 11
Price 250 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed positive damage and splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls.
You gain a +2 item bonus to attack rolls. The bomb deals 3d8 positive damage and 3 positive splash damage, and the target is enfeebled 2 until the start of your next turn.
Main Item: Ghost ChargeAdvanced Player’s Guide, page 253.
Item 18
Price 21,000 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
This miniature wooden planchette is engraved with symbols designed to attract spirits. When affixed, the symbols begin to glow, and the planchette turns slightly insubstantial. The spell DC of any spell cast by activating this item is 29.
The resistance when affixed to armor is 10. When the planchette is affixed to a weapon, casting a necromancy spell by activating the planchette grants the weapon the effects of both the ghost touch and greater disrupting property runes. The spell DC is 38.
Treasure Vault, page 125.
Item 11
Price 1,250 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.
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.
Main Item: Goggles of NightCore Rulebook, page 610.
Item 9
Price 120 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.
Your arcane sigil fades naturally over the course of a year.
Main Item: Golden Branding IronOoA2, page 76.
Item 10
Price 200 gp
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.
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.
Main Item: Golden SilencerOoA2, page 76.
Item 10
Price 200 gp
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.
You ignore the bonus to AC granted to a target in standard or lesser cover.
Main Item: Golden-Cased BulletOoA2, page 76.
Item 11
Price 250 gp
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.
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.
Main Item: Goo GrenadeLOIL, page 306.
Item 6
Price 240 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.
The effect lasts for 10 minutes.
Main Item: Goz MaskStrength of Thousands #1: Kindled Magic, page 73.
Item 6
Price 240 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.
The effect lasts for 10 minutes.
Main Item: Goz MaskTreasure Vault, page 154.
Item 8
Price 450 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 24.
Secrets of Magic, page 171.
Item 15
Price 900 gp
Usage affixed to a weapon; Bulk —
Activate envision; Trigger A creature critically hits you.
Category Talisman
This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of cloth wrapped around its grip. When you Activate the grudgestone, your Strikes with the affixed weapon against the triggering creature gain a +3 status bonus to damage rolls for 1 minute or until the target dies, whichever comes first.
The bonus is +5.
Main Item: GrudgestoneTreasure Vault, page 94.
Item 10
Price 900 gp
Usage held in 1 hand; Bulk 1
Category Staff
A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff's spells.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Guardian StaffTreasure Vault, page 132.
Item 7
Usage worn headwear; Bulk —
Category Worn Item
This elegant hat appears to be and functions as a hat of disguise. When you invest the hat, it fuses to you.
You can Activate the hat as a 2-action activity any number of times per day, the illusory disguise is 2nd level (allowing it to malfunction with sound and smell), and the DC is 23.
Main Item: Hat of Disagreeable DisguiseTreasure Vault, page 191.
Item 7
Price 340 gp
Usage worn headwear; Bulk —
Category Worn Item
This ordinary-looking hat allows you to cloak yourself in illusions.
While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear.
You can activate the hat as a 2-action activity, you can activate it any number of times per day, and the illusory disguise is 2nd level.
Main Item: Hat of DisguiseCore Rulebook, page 611.
Item 9
Price 650 gp
Usage worn headwear; Bulk —
Category Worn Item
This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. It grants you a +1 item bonus to Arcana checks and allows you to cast the prestidigitation cantrip as an arcane innate spell.
This larger, fancier hat grants a +2 bonus and can be activated.
Activate Cast a Spell; Frequency once per day; Effect You cast a 4th-level arcane summon elemental spell.
Main Item: Hat of the MagiCore Rulebook, page 611.
Rune 11
Price 1,300 gp
Usage etched onto a weapon
Category Rune
Hauling weapons are adept at moving creatures around the battlefield after a successful attack.
This is forced movement.
The DC is 28, and the target is moved up to 10 feet.
Main Item: HaulingLOTGB, page 80.
Item 13
Price 500 gp
Usage held in 1 hand; Bulk L
Category Consumable
An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a heal spell grants 15 temporary Hit Points to one target healed by the spell. These temporary Hit Points last for 1 minute.
Main Item: Healer's GelSecrets of Magic, page 168.
Item 9
Price 700 gp
Usage worn gloves; Bulk L
Category Worn Item
These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.
The gloves provide a +2 bonus and restore 4d6+15 Hit Points.
Main Item: Healer's GlovesCore Rulebook, page 612.