60 items, from Greater Healing Potion to Greater Ooze Ammunition.
Greater Healing Potion · Greater Healing Vapor · Greater Helm of Underwater Action · Greater Holy Prayer Beads · Greater Horseshoes of Speed · Greater Impact Foam Chassis · Greater Impactful · Greater Implosion Dust · Greater Impossible Cake · Greater Indomitable Keepsake · Greater Insight Coffee · Greater Insistent Door Knocker · Greater Invisibility · Greater Jolt Coil · Greater Judgment Thurible · Greater Juggernaut Mutagen · Greater Junk Bomb · Greater Khorotond's Elixir · Greater Knapsack of Halflingkind · Greater Krothund Mask · Greater Krothund Mask · Greater Kroumoredind's Ring · Greater Librarian Staff · Greater Library Robes · Greater Life Shot · Greater Life-Boosting Oil · Greater Lightweave Scarf · Greater Linguist's Dictionary · Greater Liquid Gold · Greater Lodestone Bomb · Greater Lucky Draw Bandolier · Greater Lyrakien Staff · Greater Maekuth's Staff · Greater Maestro's Instrument · Greater Magnetic Shot · Greater Magnetic Suit · Greater Magnetite Scope · Greater Magnifying Scope · Greater Malleable Mixture · Greater Marvelous Medicines · Greater Mask of the Banshee · Greater Material Essence Disruptor · Greater Medusa's Scream · Greater Menacing · Greater Messenger's Ring · Greater Metalmist Sphere · Greater Meteor Shot · Greater Midday Lantern · Greater Mirror Goggles · Greater Mistform Elixir · Greater Moonlit Spellgun · Greater Necrotic Bomb · Greater Noxious Incense · Greater Numbing Tonic · Greater Oil of Object Animation · Greater Oil of Ownership · Greater Oil of Unlife · Greater Oil of Weightlessness · Greater Olfactory Obfuscator · Greater Ooze Ammunition
Item 12
Price 400 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain 6d8+20 Hit Points.
Main Item: Healing PotionCore Rulebook, page 563. Reprinted in BB.
Item 12
Price 400 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Consumable
Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery.
When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows.
Each creature regains 2 Hit Points every minute and gets a +2 bonus.
Main Item: Healing VaporTreasure Vault, page 54.
Item 13
Price 2,700 gp
Usage worn headwear; Bulk L
Category Worn Item
A helm of underwater action is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and speak clearly underwater. You also have a +1 item bonus to Athletics checks to Swim.
During this time, you have a swim Speed equal to your land Speed.
The helm grants a +2 item bonus. Its activation lasts until your next daily preparations.
Main Item: Helm of Underwater ActionTreasure Vault, page 152.
Item 11
Price 1,400 gp
Usage held in 1 hand; Bulk —
Category Held
This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity's religious symbol and iconography. The beads don't transform or function for an evil spellcaster.
Whenever you cast a divine spell from your own spell slots while holding the prayer beads, you recover 1 Hit Point; this is a positive healing effect. If the spell you cast was a healing spell, you can grant this additional healing to one of the spell's targets instead of yourself.
You recover 1d4 Hit Points instead of 1 Hit Point when casting divine spells from your spell slots.
Change the beads' list of spells to the 4th-level versions of bless, divine wrath (matching one component of your deity's alignment), heal, neutralize poison, and remove disease. You can cast each of these once per day.
Craft Requirements You have a spellcasting class feature with the divine tradition.
Main Item: Holy Prayer BeadsCore Rulebook, page 573.
Item 14
Price 4,250 gp
Usage worn horseshoes; Bulk 1
Category Companion
When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically.
The bonus to Speed is +10 feet, and the bonus to Athletics checks is +3.
Main Item: Horseshoes of SpeedCore Rulebook, page 604.
Item 9
Price 150 gp
Usage worn over armor and clothes; Bulk L
Category Consumable
While you're wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The greater impact foam decreases the falling damage by up to 100 falling damage, taking damage equal to the amount of falling damage the foam reduced. The foam has 100 Hit Points. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you're surrounded in foam, you are immobilized and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an Escape DC of 15; a creature can also remove it by spending three Interact actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points.
Main Item: Impact Foam ChassisGuns & Gears, page 70.
Rune 17
Price 15,000 gp
Usage etched onto a weapon
Category Rune
This rune thrums with pure magical energy. Weapons with the rune deal an additional 1d6 force damage on a successful Strike. On a critical hit, you can choose to force the target to succeed at a DC 27 Fortitude save or be pushed 5 feet away from you.
The save DC is 37, and on a failed save, the foe is pushed 10 feet away from you.
Main Item: ImpactfulSecrets of Magic, page 185.
Item 18
Price 4,100 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It's effective at weakening water elementals, air elementals, oozes, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size.
Critical Success The dust becomes inert, and the creature returns to its normal size.Success The target increases in size one step, up to its normal size. If it's at its normal size after the increase, the effect ends.Failure The target decreases in size one step, to a minimum of Tiny. The reach of each of its Strikes decreases by 5 feet, to a minimum of 5 feet if the creature is Small or larger, or a minimum of 0 feet if the creature is Tiny.Shrinking also imposes a status penalty to the creature's physical melee damage. This penalty is –2 for every step lower than its normal size the creature is.Critical Failure As failure, but the target decreases in size by two steps.The save DC is 38.
Main Item: Implosion DustTreasure Vault, page 54.
Item 9
Price 25 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
This sleight-of-hand for the taste buds is flavored with absinthe and honey and always resembles something completely unlike a cake, from a pile of armor to a bowl of soup. Eating the cake gives you the confidence to make the impossible seem possible: for 30 minutes after the meal, you gain a +3 item bonus to your Deception checks to Impersonate, as well as to Lie to convince others that you possess knowledge about the type of item that the cake resembles.
Main Item: Impossible CakeLOTGB, page 46.
Item 9
Price 120 gp
Usage affixed to armor; Bulk –
Activate envision; Trigger You're critically hit by a firearm attack.
Category Talisman
This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 20, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can't reduce the damage below the amount it would deal on a normal hit.
Main Item: Indomitable KeepsakeGuns & Gears, page 185.
Item 19
Price 7,500 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation.
For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it (Advanced Player's Guide 58). You also gain an item bonus to checks to Recall Knowledge with a skill determined by the blend chosen when the item is crafted.
The item bonus is +4.
Main Item: Insight CoffeeTreasure Vault, page 49.
Item 11
Price 1,250 gp
Usage held in 1 hand; Bulk 1
Category Held
This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. Placing the door knocker on the surface of a door (an Interact action) causes it to attach and remain in place. While in place, the door knocker whispers hints to you while you attempt to unlock the door, granting a +1 item bonus to Thievery checks to Pick a Lock.
Removing the door knocker from a surface requires you to use an Interact action.
The item bonus is +2, and the door knocker can penetrate up to 5 feet of material when activated.
Main Item: Insistent Door KnockerLOCG, page 72.
Rune 10
Price 1,000 gp
Usage etched onto light armor
Category Rune
Light seems to partially penetrate this armor.
You can activate the armor up to three times per day.
Craft Requirements Supply one casting of invisibility.
Main Item: InvisibilityCore Rulebook, page 583.
Item 8
Price 475 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17.
Resistance when affixed to armor is 3, extra damage when affixed to a weapon is 1d6, and the spell DC is 24.
Treasure Vault, page 126.
Item 17
Price 14,000 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don't worship a deity or if your deity is true neutral. The spell DC of any spell cast by activating this item is 27.
The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 35.
Treasure Vault, page 126.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
After you drink this mutagen, your body becomes thick and sturdy. You exhibit a healthy glow, though you tend to be ponderous and unobservant.
Benefit You gain +3 item bonus to Fortitude saves and 30 temporary Hit Points for 1 hour. When you roll a success on a Fortitude save, you get a critical success instead. Whenever you are at maximum Hit Points for at least 1 full minute, you regain the temporary Hit Points.
Drawback You take a –2 penalty to Will saves, Perception checks, and initiative rolls.
Main Item: Juggernaut MutagenCore Rulebook, page 548.
Item 11
Price 275 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A greater junk bomb deals 3d8 slashing damage, 3 persistent bleed damage, and 3 piercing splash damage. You gain a +2 item bonus to attack rolls.
Main Item: Junk BombPFUM.
Item 7
Price 55 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this elixir, you can High Jump or Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet).
The maximum vertical distance you can jump with a High Jump is the same as you can jump horizontally with a Long Jump.
Main Item: Khorotond's ElixirCore Rulebook, page 549.
Item 13
Price 2,850 gp
Usage worn backpack; Bulk L
Category Worn Item
This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an extradimensional space equivalent to a type II bag of holding.
The second compartment has no lining. You can pull forth cookware and cooking utensils from it. Once they have been used to prepare a meal, the items transform into plates and silverware, and they evaporate once the meal has been eaten, taking any leftovers with them. The cookware reappears cleaned in the compartment 1 hour later. The compartment provides only kitchenware, not any food.
The third compartment is lined with plush purple velvet and contains berry tarts wrapped in parchment paper. A creature can unwrap and eat one tart with an Interact action to regain 2d8+4 Hit Points. The knapsack produces four tarts per day, which appear at breakfast time. Any tarts not eaten by the end of the day evaporate.
The berry tarts each restore 4d8+8 Hit Points, and the bag has two additional compartments, each of which can be Activated with an Interact action.
The fourth compartment is lined in golden velvet. Once per day, you can draw a lucky magic sling bullet from this compartment. If you attack with this sling bullet, you roll twice and use the better result on your attack roll and your damage roll. This is a fortune effect. The stone becomes non-magical if not hurled by the end of your turn. Once activated, this compartment stitches itself shut until the next day.
The bag's fifth compartment is lined in black wool. Once per day, you can unfold this compartment into a 5-foot-diameter portal on the ground. The first person to Step into the portal from an adjacent square is teleported away. This has the same effect as an 5th-level dimension door spell, except the affected creature takes the knapsack with them. When the portal is used, or at the start of your next turn if it hasn't been used, the compartment closes automatically and can't be unfolded until the next day.
Main Item: Knapsack of HalflingkindCore Rulebook, page 612.
Item 9
Price 240 gp
Usage worn mask; Bulk L
Category Worn Item
Colorful, beaded krothund masks are most commonly found on the distant continent of Treithebal, but trade between the two regions means that they can be found in the Falalugreid Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties.
While this effect is active, creatures can't be concealed from you due to living plants, such as small trees, vines, and grass. This also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree.
The effect lasts for 1 minute.
The effect lasts for 10 minutes.
Main Item: Krothund MaskStrength of Thousands #1: Kindled Magic, page 75.
Item 9
Price 600 gp
Usage worn mask; Bulk L
Category Worn Item
Colorful, beaded krothund masks are commonly found on the distant continent of Treithebal, but trade between the two regions means that they can also be found in the Falalugreid Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties.
The effect lasts for 10 minutes.
Main Item: Krothund MaskTreasure Vault, page 155.
Item 9
Price 670 gp
Usage worn; Bulk —
Category Worn Item
This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +2 item bonus to Deception checks.
Core Rulebook, page 617.
Item 12
Price 1,750 gp
Usage held in 1 hand; Bulk 1
Category Staff
A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves.
The staff can store up to 100 texts.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Librarian StaffTreasure Vault, page 133.
Item 12
Price 2,000 gp
Usage worn armor; Bulk L
Category Armor
These +1 resilient scroll robes magically store a spell for you.
During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' inscribed trait, but without needing to go through the normal scribing process.
You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe.
The armor is +2 resilient scroll robes, and the spell can be 6th level or lower.
Main Item: Library RobesTreasure Vault, page 15.
Item 14
Price 750 gp
Ammunition round
Activate Interact
Category Consumable
Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it.
The ammunition restores 7d4+10 Hit Points, and the bonus is +2.
Main Item: Life ShotTreasure Vault, page 43.
Item 11
Price 300 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
When you apply sticky, stinging life-boosting oil, you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not.
The oil grants fast healing 10.
Main Item: Life-Boosting OilTreasure Vault, page 86.
Item 15
Price 5,500 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
The first of these strips of glittering cloth was worn by a monk from Vrutaen who would interweave it into his handwraps of mighty blows. The spell DC of any spell cast by activating this item is 24.
The item bonus when affixed to armor is +2, and spell DC is 34.
Treasure Vault, page 127.
Item 12
Price 1,750 gp
Bulk L
Category Grimoire
Bound in sturdy leather, this thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages.
The dictionary can hold three languages at a time.
Main Item: Linguist's DictionaryTreasure Vault, page 112.
Item 8
Price 80 gp
Usage affixed to a one-handed firearm or hand crossbow; Bulk —
Activate Interact; Trigger You roll for initiative; Requirements You're an expert in Stealth.
Category Talisman
This glass vial containing liquid gold is fastened to a weapon by a fine gold chain.
You load the weapon as you draw it.
Main Item: Liquid GoldOoA2, page 77.
Item 18
Price 4,500 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Lodestone bombs hold reactive ionized minerals preserved in a dormant state until broken. The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb's type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes persistent force damage and is clumsy 1 and enfeebled 1 while taking the persistent damage. The persistent damage can last up to 1 minute.
You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 force damage plus 3 force splash damage. The bomb deals 3d4 persistent force damage to applicable targets.
Main Item: Lodestone BombTreasure Vault, page 44.
Item 12
Price 2,000 gp
Usage worn; Bulk L
Category Holster Customization
This beige bandolier has a rectangular holster, which allows it to contain a standard-sized Harrow deck, and red pockets embroidered with goldwork in a strange but appealing mixture of Tobraid and Liativeirn motifs.
When the card transforms into ammunition, it transforms into a firearm round or crossbow bolt appropriate for the weapon you chose to reload, even if magical ammunition of the drawn variety would normally be limited to ammunition of a different type (such as a storm arrow normally only being available in arrow form). Either draw a card from the Harrow deck or roll 1d6 to determine the suit of the card.
The result determines the type of magical ammunition the card becomes, as per the table below. Magical ammunition created this way lasts 10 minutes or until you fire it, whichever comes first.
You can activate a greater lucky draw bandolier once per hour instead of being able to activate it once per day.
d6 Ability (Suit) Ammunition 1 Strength (Hammer) Meteor shot (page 171) 2 Dexterity (Key) Storm arrow 3 Constitution (Shield) Corrosive ammunition 4 Intelligence (Book) Explosive shot 5 Wisdom (Star) Terrifying ammunition (Advanced Player's Guide 259) 6 Charisma (Crown) Fairy bullet (page 170)
Main Item: Lucky Draw BandolierGuns & Gears, page 180.
Item 10
Price 920 gp
Usage held in 1 hand; Bulk 1
Category Staff
A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff, a silver shaft that sparkles with the gentle glow of starlight. Bregik first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff, you gain a +1 circumstance bonus on saving throws against incapacitation effects.
The circumstance bonus is +2.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Lyrakien StaffTreasure Vault, page 133.
Item 8
Price 450 gp
Usage held in 1 hand; Bulk 1
Category Staff
This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to checks to identify mental magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Maekuth's StaffCore Rulebook, page 592.
Item 18
Price 19,000 gp
Usage held in 2 hands; Bulk 1
Category Held
A maestro's instrument can be crafted in the form of any variety of handheld musical instrument. A maestro's instrument grants you a +1 item bonus to Performance checks while playing music with the instrument.
The item bonus is +3, and the charm spell is 8th level (DC 38).
Craft Requirements You must supply a casting of charm of the appropriate level.
Main Item: Maestro's InstrumentCore Rulebook, page 574.
Item 17
Price 2,200 gp
Ammunition any
Activate envision
Category Consumable
Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot. When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type.
The ammunition grants a +2 circumstance bonus to the attack roll, deals four additional weapon damage dice, and is deadly d12.
Main Item: Magnetic ShotTreasure Vault, page 82.
Item 10
Price 200 gp
Usage worn over armor and clothes; Bulk 1
Activate Interact
Category Consumable
This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or repel.
While set to attract, you take a –2 item penalty to your AC against attacks made by metal weapons, while creatures within a 20-foot emanation other than you gain a +2 item bonus to their AC. If set to repel, you gain a +2 item bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +2 item bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a –2 item penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +2 item bonus to Athletics checks to Shove metal creatures, but you take a –2 item penalty to Climb metal objects and Grapple metal creatures.
Main Item: Magnetic SuitGuns & Gears, page 71.
Item 17
Price 16,000 gp
Usage attached
Category Scope Customization
More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter weapon further than the weapon's natural capabilities. Furthermore, some of the floating magnetite inside the scope's structure can help you when attempting to determine the your allies' locations. The magnetite scope grants you a +2 item bonus to Survival checks to Sense Direction when using the scope to assist you in navigating. This scope can only be attached to firearms with the scatter trait.
The item bonus is +3, and activating the scope increases the scatter radius by 10 feet.
Main Item: Magnetite ScopeGuns & Gears, page 181.
Item 9
Price 800 gp
Usage attached
Category Scope Customization
These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual Perception checks to Seek creatures through the scope.
The item bonus is +2, and activating the scope increases the range increment by 10 feet.
Main Item: Magnifying ScopeGuns & Gears, page 181.
Item 14
Price 750 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your bones, muscles, and organs become vastly softer and more pliable. You can fit into and through small or narrow spaces as though you were 2 size smaller than your normal size (minimum Tiny), and you gain a +3 item bonus to your Fortitude and Reflex DCs against attempts to Grapple, Shove, or Trip you. The duration is 10 minutes.
Main Item: Malleable MixtureLOTGB, page 19.
Item 18
Price 19,000 gp
Usage held in 2 hands; Bulk 1
Category Held
This set of healer's tools contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus to Medicine checks.
The tools grant a +3 item bonus, and the spells are heightened to 6th level.
Main Item: Marvelous MedicinesCore Rulebook, page 574.
Item 19
Usage worn mask
Category Worn Item
This ice-blue half-mask is adorned with a wicked silver grin that covers the wearer's mouth, leaving the rest of the face uncovered. You gain a +2 item bonus to Intimidation checks.
The item bonus to Intimidation is +3. Activating a greater mask of the banshee casts a 9th-level wail of the banshee (DC 41) affecting all living creatures in the area.
Craft Requirements Supply a casting of wail of the banshee.
Main Item: Mask Of The BansheeAdvanced Player’s Guide, page 261.
Item 11
Price 1,400 gp
Usage held in 1 hand; Bulk 1
Activate Interact
Category Consumable
A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active arcane or primal spell within 60 feet, with a +18 counteract modifier and counteract level of 6.
Main Item: Material Essence DisruptorGuns & Gears, page 71.
Item 16
Price 9,000 gp
Usage held in 1 hand; Bulk 1
Category Held
The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather cover to conceal the head.
A greater medusa's scream (Hardness 15, HP 60, BT 30) has a frequency of once per hour for its activation instead of once per day, and the DC is 35.
Craft Requirements The initial raw materials must include the head of a medusa.
Main Item: Medusa's ScreamAdvanced Player’s Guide, page 261.
Item 10
Price 900 gp
Usage applied any visible article of clothing
Category Rune
Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to Intimidation checks to Coerce others.
This rune grants a +2 item bonus and has an activation.
Treasure Vault, page 144.
Item 17
Price 13,500 gp
Usage worn; Bulk —
Category Worn Item
This silver signet ring changes to match the insignia of a lord or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to Diplomacy checks and lets you cast message as an arcane innate spell at will.
The ring grants a +3 bonus and can be activated in an additional way.
Activate command; Frequency once per hour; Effect The ring casts sending to your specifications.
Main Item: Messenger's RingCore Rulebook, page 613.
Item 13
Price 500 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Consumable
This sphere contains small fragments of thunderstones within a colloidal suspension of a precious metal. When you twist the sphere, it creates an opaque mist in a 15-foot burst centered on one corner of your space. Creatures within that area are concealed, and all other creatures are concealed to them. Any creature with a weakness to the precious metal that starts its turn in the mist takes damage equal to its weakness. The mist lasts for 1 minute or until dispersed by a strong wind. Most metalmist spheres are filled with silver or cold iron, but more expensive versions containing other ingredients might exist.
Main Item: Metalmist SphereLOPSG, page 39.
Item 12
Price 400 gp
Ammunition round
Activate Interact
Category Consumable
This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot, it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon's normal damage, the meteor shot deals 6d6 fire damage in a 10-foot emanation around the target (DC 29 basic Reflex save) and the ground in the area becomes difficult terrain.
In addition, the Strike gains the following critical failure effect.
Critical Failure The weapon misfires. Main Item: Meteor ShotGuns & Gears, page 171.
Item 14
Price 3,700 gp
Usage held in 1 hand; Bulk L
Category Held
This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness.
The lantern casts 6th-level light and 6th-level scorching ray, using a spell attack roll of +26.
Main Item: Midday LanternStrength of Thousands #4: Secrets of the Temple-City, page 76.
Item 18
Price 19,000 gp
Usage worn eyepiece; Bulk —
Category Worn Item
These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws against visual effects.
The item bonus is +3, and the DC is 40.
Main Item: Mirror GogglesTreasure Vault, page 147.
Item 10
Price 180 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A faint mist emanates from your skin, making you concealed for 5 minutes. As usual being concealed when your position is still obvious, you can't use this concealment to Hide or Sneak.
Main Item: Mistform ElixirCore Rulebook, page 549.
Item 13
Price 600 gp
Usage held in 1 hand; Bulk L
Category Consumable
Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it's often carried by hunters of werecreatures, vampires, and devils.
You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet.
The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun's damage is treated as silver for the purposes of weaknesses, resistances, and the like.
Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it's also enfeebled 1 for 1 minute.Success The target takes full damage and is dazzled until the start of your next turn.The damage is 12d8 at night, or 12d6 at other times.
Main Item: Moonlit SpellgunTreasure Vault, page 97.
Item 11
Price 250 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures.
Many types grant an item bonus to attack rolls.
You gain a +2 bonus to attack rolls. The bomb deals 3d6 negative damage and 3 negative splash damage. On a critical hit, the target is sickened 3.
Main Item: Necrotic BombItem 14
Price 750 gp
Usage held in 1 hand; Bulk L
Category Consumable
Sold only in single sticks, this foul incense comes coated with a bevy of alchemical smoke that activates in the presence of intense heat, releasing its namesake pungent odor. Adding this catalyst to a wall of fire spell fills all squares adjacent to the wall with thick, foul smoke. Creatures in this area are concealed, and other creatures are concealed to creatures in the area. The smoke lasts for the duration of the spell.
The incense can be used with a wall of fire of any spell level.
Main Item: Noxious IncenseSecrets of Magic, page 169.
Item 13
Price 600 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.
You gain 15 temporary Hit Points.
Main Item: Numbing TonicTreasure Vault, page 60.
Item 16
Price 1,400 gp
Usage held in 2 hands
Activate Interact
Category Oil
This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object (Bestiary 20) of the same type. For example, sprinkling it on a statue makes an animated statue. If the animated object's level would be greater than 3, the oil struggles to animate it and ultimately fails.
This animated object 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 object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control.
You can animate an object with a level of 11 or lower.
Main Item: Oil Of Object AnimationAdvanced Player’s Guide, page 258.
Item 11
Price 210 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
You can coat objects of 6 Bulk or less with oil of ownership, or "red‑handed oil" as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won't wash off for a length of time that depends on the oil's type.
The stain lasts 1 month.
Main Item: Oil of OwnershipTreasure Vault, page 86.
Item 12
Price 400 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Oil
This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or a living creature with negative healing, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points.
You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself.
The oil restores 6d8+20 Hit Points.
Main Item: Oil Of UnlifeAdvanced Player’s Guide, page 258.
Item 6
Price 36 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
You can spread this shimmering oil on an item of 2 Bulk or less to make it feel weightless. It has negligible Bulk for 8 hours.
Main Item: Oil of WeightlessnessCore Rulebook, page 562.
Item 10
Price 225 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This frothing fluid causes the drinker's body to exude trace odorabsorbing oils. For the listed duration after drinking this elixir, your scent is nearly unnoticeable. Creatures with imprecise scent don't detect you with that sense unless they Seek for you, and you are concealed from creatures that perceive you with precise scent. You gain a +4 item bonus against attempts to Seek you by creatures using only scent-based senses; if they use any other senses as well, the bonus doesn't apply.
The duration is 8 hours.
Main Item: Olfactory ObfuscatorAdvanced Player’s Guide, page 254.
Item 12
Price 350 gp
Ammunition any
Activate Interact
Category Consumable
Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. These Escape actions don't need to be consecutive, and other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn.
The ammunition deals 3d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 29.
Main Item: Ooze AmmunitionTreasure Vault, page 43.