60 items, from Greater Oozepick to Greater Sanguine Mutagen.
Greater Oozepick · Greater Ouroboros Flail · Greater Paired Runes · Greater Pendant of the Occult · Greater Perfect Droplet · Greater Persona Mask · Greater Peshspine Grenade · Greater Phantasmal Doorknob · Greater Phylactery of Faithfulness · Greater Pipes of Compulsion · Greater Poison Concentrator · Greater Poison Fizz · Greater Poisoner's Staff · Greater Potion of Disguise · Greater Potion of Flying · Greater Potion of Resistance · Greater Potion of Retaliation · Greater Potion of Stable Form · Greater Potion of Swimming · Greater Potion Patch · Greater Presentable · Greater Preserving · Greater Pressure Bomb · Greater Primeval Mistletoe · Greater Queasy Lantern · Greater Quenching · Greater Quick Runner's Shirt · Greater Quicksilver Mutagen · Greater Radiant Prism · Greater Ration Tonic · Greater Reading Ring · Greater Ready · Greater Red-Rib Gill Mask · Greater Reef Heart · Greater Reflecting Shard · Greater Reimaer Charm · Greater Resilient · Greater Resonating Fork · Greater Retaliation · Greater Retrieval Prism · Greater Revealing Mist · Greater Reverberating Stone · Greater Rhinoceros Mask · Greater Rhinoceros Mask · Greater Rhythm Bone · Greater Rime Crystal · Greater Ring of Energy Resistance · Greater Ring of Maniacal Devices · Greater Ring of the Ram · Greater Ringmaster's Staff · Greater Roaring Potion · Greater Robe of the Archmagi · Greater Rope of Climbing · Greater Ruby Capacitor · Greater Rusting Ammunition · Greater Salamander Elixir · Greater Salve of Antiparalysis · Greater Sanguine Fang · Greater Sanguine Klar · Greater Sanguine Mutagen
Item 10
Price 200 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
You can pour this silver ooze into a lock or similar mechanism to create a set of malleable lockpicks and tools that conform to internal mechanisms. The ooze is treated as a set of thieves' tools that last for 1 hour and provide a +2 item bonus to Thievery checks to Pick Lock or Disable Device against the mechanism into which they were first poured.
The item bonus is +3, and the tools last for 8 hours.
Main Item: OozepickLOIL, page 306.
Item 17
Price 15,000 gp
Usage held in 2 hands; Bulk 2
Category Held
You can easily expand and contract the chain of this +2 greater striking extending war flail.
It magically grows new links when extended and loses them when contracted.
This severs a usable 60-foot loop of chain from the flail, which instantly returns to its normal length. If you use this activation again, any previous chain you created with it disappears after 1 round. As with most obviously magical and temporary constructs, the chain cannot be sold.
The flail is a +3 greater striking greater extending war flail, the activation's DC is 37, and the severed chain is 120 feet long.
Main Item: Ouroboros FlailSecrets of Magic, page 187.
Rune 9
Price 650 gp
Usage each rune applied to a separate item that has pockets
Category Rune
These runes always come in pairs and can be applied to a garment's pockets to be activated.
You can activate these runes at a distance of up to 1 mile.
Main Item: PairedLOTGB, page 88.
Item 9
Price 650 gp
Usage worn; Bulk —
Category Worn Item
This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the guidance cantrip as an occult innate spell.
The pendant grants a +2 item bonus and can be activated.
Activate 10 minutes (Cast a Spell); Frequency once per day; Effect You cast a 4th-level dream message spell.
Main Item: Pendant of the OccultCore Rulebook, page 613.
Item 8
Price 450 gp
Usage affixed to armor or a weapon
Category Spellheart
Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by Activating this item is 24.
Secrets of Magic, page 171.
Item 9
Price 650 gp
Usage worn mask; Bulk —
Category Worn Item
Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to Performance checks while acting, orating, performing comedy, or singing.
The mask grants a +2 bonus and can be activated.
Activate envision (fortune); Frequency once per day; Trigger You fail a Performance check that benefits from the mask's bonus; Effect You change the mask's character and reroll the Performance check, using the second result.
Main Item: Persona MaskCore Rulebook, page 613.
Item 11
Price 250 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the stupefied condition until the end of its next turn.
Many types of peshpine grenade grant an item bonus to attack rolls.
You gain a +2 item bonus to attack rolls.
The bomb deals 3d6 piercing damage and 3 piercing splash damage, and the target is stupefied 2.
Main Item: Peshspine GrenadeItem 10
Price 900 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating this item is 20.
The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn.
Treasure Vault, page 127.
Item 17
Price 13,000 gp
Usage worn circlet; Bulk L
Category Worn Item
This tiny box holds a fragment of religious scripture sacred to a particular deity. The box is worn by affixing it to a leather cord and tying it around your head just above your brow. You don't gain any benefit from the phylactery if you don't worship the affiliated deity. The phylactery grants you religious wisdom, which manifests as a +2 item bonus to Religion checks. Just before you perform an action that would be anathema to the phylactery's deity, the phylactery warns you of the potential transgression in time for you to change your mind.
The phylactery grants a +3 item bonus, and you can activate it once every 30 minutes.
Craft Requirements You worship the phylactery's deity.
Main Item: Phylactery of FaithfulnessCore Rulebook, page 614.
Item 8
Price 460 gp
Usage held in 2 hands; Bulk L
Category Coda
These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn't function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, 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: Pipes of CompulsionTreasure Vault, page 137.
Item 15
Price 5,900 gp
Usage held in 2 hands; Bulk L
Category Held
This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same alchemical poison, creating a single concentrated poison with a +1 item bonus to its DC.
The concentrator combines poisons of level 14 or lower.
Main Item: Poison ConcentratorTreasure Vault, page 64.
Item 15
Price 1,000 gp
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have resistance to poison and an item bonus to saving throws against poison and being petrified.
The item bonus is +3, the damage is 5d6, and the DC is 34.
Main Item: Poison FizzTreasure Vault, page 50.
Item 8
Price 450 gp
Usage held in 1 hand; Bulk 1
Category Staff
This gnarled staff is covered with thorns and coated with a glistening lacquer that acts as a minor irritant.
While holding the staff, you aren't affected by its coating or thorns, and you reduce the DC of your flat checks to overcome persistent poison damage.
You reduce the DC of your flat checks to overcome persistent poison damage from 15 to 10.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Poisoner's StaffAoE4, page 80.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
Upon imbibing this potion, you take on the appearance of a specific type of creature for 2d12 hours. The type of creature is determined when the potion is created. For example, you might have a potion of elf disguise or potion of frog disguise. Drinking the potion doesn't impart the knowledge of how long the effect lasts; the GM rolls the duration in secret.
The disguise doesn't change your traits or statistics, nor does it give you any of the special abilities of the creature you're imitating. It might affect what items you can hold or wear (for example, your new form might lack opposable thumbs). The potion shrinks you down to a minimum of size Small, or maintains your size if the creature is your size or larger. For example, if you are Medium and drink a potion of fire giant disguise, you'll take on the appearance of a fire giant but remain Medium. The creature has to be of a specific kind, such as "leopard" or "lion" rather than just "cat," or "fire giant" or "ogre" rather than just "giant," but the potion can't cause you to mimic a specific individual creature.
The effects of this potion use the same rules as the Impersonate activity of Deception. Onlookers always assume you're the chosen type of creature unless they're actively Seeking. You gain a +4 status bonus to your Deception DC against such Perception checks and add your level even if untrained.
While drinking a greater potion of disguise, if you picture the specific form you want to transform into, the potion will change you into that form. You can attempt to Impersonate a specific individual, though you still need to roll Deception.
Main Item: Potion Of DisguiseAdvanced Player’s Guide, page 258.
Item 15
Price 1,000 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 hour.
Main Item: Potion of FlyingCore Rulebook, page 563.
Item 14
Price 850 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
Drinking this thick, fortifying potion grants resistance 15 against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or sonic damage (and is called a lesser potion of fire resistance or the like).
Main Item: Potion of ResistanceCore Rulebook, page 563. Reprinted in BB.
Item 12
Price 400 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer reminiscent of the energy it contains. For 1 minute after drinking a potion of retaliation, you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike.
The aura deals 3d6 damage.
Main Item: Potion Of RetaliationAdvanced Player’s Guide, page 259.
Item 16
Price 1,800 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
This aromatic potion is brewed from the white flowers and black roots of the magical herb moly. When you drink this potion, it immediately attempts to counteract all hostile transmutation effects affecting you. The counteract level is 8, and the counteract check modifier is +25. For the next hour, you gain a +3 item bonus against transmutation effects, or +4 against polymorph effects. If you roll a success against a polymorph effect during that time, you get a critical success instead.
Main Item: Potion Of Stable FormSecrets of Magic, page 175.
Item 11
Price 250 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
This potion tastes like salt water, and sandy grit settles to the bottom of its container. When you drink it, you gain a swim Speed equal to your land Speed for 1 hour.
Main Item: Potion of SwimmingCore Rulebook, page 563.
Item 13
Price 600 gp
Usage worn; Bulk —
Activate command; Requirements You must have the potion patch affixed to your skin.
Category Consumable
A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the manipulate trait. A patch has a maximum level of potion it can absorb, depending on the patch's type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch's magic is negated after it's used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first.
The potion can be any level.
Main Item: Potion PatchTreasure Vault, page 97.
Rune 10
Price 900 gp
Usage applied to any visible article of clothing
Category Rune
A garment with this rune is always clean, as though it had just been affected by prestidigitation. You gain a +1 item bonus to Make an Impression on those who would be impressed by a particular presentable outfit while wearing this garment.
This rune grants a +2 item bonus and has an activation.
LOTGB, page 89.
Item 8
Price 450 gp
Usage applied to a basket, bag, or other container
Category Rune
Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink inside a container with a preserving rune remains fresher for longer, taking ten times as long to spoil. This feature doesn't prolong the duration of alchemical items.
Non-magical food and drink inside the container never spoil, and the rune has an activation.
Treasure Vault, page 144.
Item 11
Price 275 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A greater pressure bomb deals 3d4 bludgeoning damage and 3 bludgeoning splash damage. On a critical hit, the target is knocked prone. You gain a +2 item bonus to attack rolls, and Medium or smaller targets are pushed 5 feet away from you.
Main Item: Pressure BombPFUM.
Item 14
Price 3,900 gp
Usage held in 1 hand; Bulk —
Category Held
This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal focus, and it also grants the creature holding it a +1 item bonus to Nature checks.
The sprig grants a +2 bonus and can be activated in one additional way: Activate Interact; Frequency once per day; Effect You plant the primeval mistletoe into an area of natural earth or stone. Once planted, the plant immediately sprouts into an area of holly bushes that don't impede movement and that pulse with positive energy, replicating the effects of a field of life spell. This lasts for up to 1 minute, as long as you continue to Sustain the Activation. When this magic ends, the holly bushes revert back into the original primeval mistletoe.
Main Item: Primeval MistletoeCore Rulebook, page 574.
Item 17
Price 13,500 gp
Usage held in 1 hand; Bulk 1
Category Held
This bull's-eye lantern is wrapped in decrepit leather skin. It constantly emits light in a 60-foot cone (and dim light in the next 60 feet). You can close or open internal shutters with an Interact action to block or reveal the light.
The DC is 37. Creatures become sickened 3 on a failure or sickened 4 on a critical failure.
Main Item: Queasy LanternLOTGB, page 39.
Rune 10
Price 1,000 gp
Usage etched onto armor
Category Rune
This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance).
The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance).
Main Item: QuenchingTreasure Vault, page 13.
Item 12
Price 1,750 gp
Usage worn
Category Worn Item
This light shirt is made of thin fabric embroidered with arrangements of winged feet.
You Stride twice and gain a +10-foot item bonus to your Speed during those Stride actions.
When you Activate the shirt, you Stride three times.
Main Item: Quick Runner's ShirtLOTGB, page 43.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your features become thin and angular. You become swifter and nimbler, but your body also becomes fragile.
Benefit You gain a +3 item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-based attack rolls, and you gain a +15 foot bonus to your Speed. The duration is 1 hour.
Drawback You take damage equal to twice your level; you can't recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves.
Main Item: Quicksilver MutagenCore Rulebook, page 549.
Item 18
Price 20,500 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
Any armor or weapon this glass prism is affixed to glows softly with shifting colored lights. The spell DC of any spell cast by activating this item is 35.
The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 38. The damage from the brilliant rune increases to 2d4 of each type.
Treasure Vault, page 127.
Item 7
Price 55 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a ration tonic magically nourishes you with the equivalent of a day's worth of food and water.
The tonic has a subtle, pleasant taste, its particulars chosen when the potion is crafted.
A greater ration tonic nourishes you for 1 week instead of 1 day, distributing the nourishment in a constant and healthy flow across the week.
Main Item: Ration TonicAdvanced Player’s Guide, page 259.
Item 12
Price 1,800 gp
Usage worn
Category Reading Assistive Item
A reading ring is personalized to its user and capable of reading only languages in which the user is fluent. Each ring is unique and can't be used by anyone other than its specific bonded user. A reading ring is bonded to its user in a process that taps into the user's inner potential, similar to an invested item, except the process takes 10 minutes, is permanent, and doesn't count toward your number of invested items. You can wear the ring in various ways, often either on a finger or a chain worn about your person if you can't have it on a digit. You can use the reading ring to read text by taking an Interact action, and you read with the ring at roughly the same rate as a visual reader. There is no limit to how often you can use the ring to read in this manner.
A greater reading ring has the same function as the standard ring, except it can read any written language and enable the wearer to comprehend what it reads.
Main Item: Reading RingLOTGB, page 69.
Rune 11
Price 1,200 gp
Usage etched onto armor
Category Rune
A ready rune draws component pieces of a suit of armor toward one another, making it easier and faster to get into. You can don light armor with this rune as a 3-action activity or medium or heavy armor with this rune in 1 minute.
You can don light armor with a greater ready rune as a single action, or medium or heavy armor with a greater ready rune as a 3-action activity.
Main Item: ReadyAdvanced Player’s Guide, page 262.
Item 14
Price 700 gp
Usage worn mask; Bulk L
Activate Interact
Category Consumable
This mask is made from the gills of the red-rib salamander, an amphibious creature unique to Lifalol Lake. Once activated, the mask intensifies the odors of gaseous toxins, allowing you to automatically detect toxic fumes within 30 feet and their approximate source (making the source undetected instead of unnoticed). You can't wear other masks while you're wearing a red-rib gill mask.
After Activating the mask, you also gain the listed item bonus to Fortitude saves against inhaled effects; this bonus is increased against the deadly volcanic gas known around Lifalol Lake as Dead Man's Breath, and possibly against other similar volcanic gases at the GM's discretion.
The item bonus is +3, or +4 against Dead Man's Breath, and the duration is 8 hours.
Main Item: Red-Rib Gill MaskItem 15
Price 6,500 gp
Usage worn armor; Bulk 2
Category Armor
This +2 resilient coral armor, often favored by allies of merfolk and aquatic elves, is made of living coral carefully harvested from the ocean depths. Legends speak of a variety of similar coral armors with distinct powers, but surface-dwellers know of reef heart as a magic armor that makes it easier for them to travel under the sea. Reef heart enables you to breathe underwater and gives you a swim Speed equal to half your land Speed.
The reef heart is +2 greater resilient coral armor, the swim Speed is equal to your full land Speed, and the coral eruption is 7th level.
Main Item: Reef HeartTreasure Vault, page 18.
Item 17
Price 2,500 gp
Usage affixed to a shield; Bulk —
Activate command; Trigger You are targeted by a spell of 5th level or lower; Requirements You're a master in
Category Talisman
Athletics, and you have the affixed shield raised.
This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell back at its caster with spell turning, using your Athletics modifier for the counteract check. The talisman's counteract level is 7th.
The talisman can reflect spells of any level, and its counteract level is 9th.
Main Item: Reflecting ShardTreasure Vault, page 94.
Item 18
Price 19,000 gp
Usage held in 1 hand; Bulk —
Category Held
Reimaer serve as scribes and messengers to psychopomps. They are rare outside of the Vreitaistian, so it's common for psychopomps venturing to other planes to carry a reimaer facsimile to aid in their travels. This tiny icon of a masked raven emits twittering sounds in perfect accompaniment to your performances. You gain a +2 item bonus to Performance checks to play an instrument, orate, or sing. You can cast sending once per day as a divine innate spell.
The item bonus to Performance or Diplomacy is +3. You gain lifesense as long as you are holding the charm, and you don't need to activate it.
Main Item: Reimaer CharmNight of the Gray Death, page 63.
Rune 14
Price 3,440 gp
Usage etched onto armor
Category Rune
Resilient runes imbue armor with additional protective magic.
This grants the wearer a +1 item bonus to saving throws.
You can upgrade the resilient rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices.
The armor grants a +2 item bonus to saving throws.
Main Item: ResilientCore Rulebook, page 581.
Item 7
Price 340 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19.
The resistance is 5 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 3 rounds (1 minute on a critical success), the spell attack roll is +13, and the spell DC is 23.
Treasure Vault, page 128.
Item 14
Price 4,500 gp
Usage applied to shield
Category Rune
Shields with a retaliation rune use the impact of weapons to generate blasts of explosive force that counterattack foes.
The damage is 12d4 force damage and the save DC is 31.
Main Item: RetaliationTreasure Vault, page 144.
Item 10
Price 200 gp
Usage affixed to armor
Activate command; Requirements You have a free hand.
Category Talisman
This triangular prism showing swirling black patterns inside constantly moves around on your armor, no matter where you affix it. As part of the process of Affixing the Talisman, you attune it to a single item of 1 Bulk or less. When you activate this talisman, the attuned item immediately teleports into your hand.
The retrieval prism can't retrieve an item that's not on your plane, including one that's in an extradimensional space like a bag of holding. If you haven't expended the talisman, you can attune it to a different item by Affixing the Talisman again.
You don't need to attune the prism. It can retrieve any item in your possession of 1 Bulk or less, chosen when you activate the prism.
Main Item: Retrieval PrismSecrets of Magic, page 176.
Item 7
Price 60 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn't affect visibility but causes invisible creatures in the area to be concealed rather than undetected. Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first.
The mist spreads in a 30-foot cone instead of a 15-foot cone.
Main Item: Revealing MistTreasure Vault, page 55.
Item 15
Price 1,200 gp
Usage affixed to a shield; Bulk —
Activate envision; Trigger You use the affixed shield to Shield Block a melee attack; Requirements You're a master in Athletics, and you have the affixed shield raised.
Category Talisman
This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the talisman, the gem shatters, releasing a powerful shockwave in a 15-foot cone that must include the enemy who struck the triggering blow, if possible. Each creature in the cone takes 2d6 sonic damage with a DC 28 basic Fortitude save. Any creature that fails its save is pushed 5 feet away from you (or 10 feet on a critical failure).
The cone is 30 feet, the damage is 3d6, and the DC is 34.
Main Item: Reverberating StoneTreasure Vault, page 94.
Item 8
Price 425 gp
Usage worn mask
Category Worn Item
Covered with thick armor and bearing a thicker horn, this face mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit.
Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less.
Main Item: Rhinoceros MaskStrength of Thousands #1: Kindled Magic, page 74.
Item 8
Price 425 gp
Usage worn mask; Bulk —
Category Worn Item
Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit.
Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less.
Main Item: Rhinoceros MaskTreasure Vault, page 155.
Item 4
Price 64 gp
Usage held in 1 hand; Bulk L
Category Held
This small, enchanted bone (most often a jaw) is usually capped with metal at its ends. It's activated by striking it against a hard surface.
The bone's recording doesn't copy magical auditory effects, such as those of spellcasting, a harpy's song, or a banshee's wail. Once the rhythm bone has been activated in this way, it retains the recorded sound for the rest of its existence and can't be activated this way again.
The magical bone records the next 10 minutes of ambient sounds that require a DC 20 or lower Perception check to hear.
Craft Requirements Supply a casting of ghost sound.
Main Item: Rhythm BoneStrength of Thousands #1: Kindled Magic, page 76.
Item 8
Price 425 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17.
Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24.
Treasure Vault, page 128.
Item 10
Price 975 gp
Usage worn; Bulk —
Category Worn Item
This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a ring of fire resistance might be capped with a ruby, whereas a ring of cold resistance features a sapphire instead.
The ring grants resistance 10.
Main Item: Ring of Energy ResistanceCore Rulebook, page 614.
Item 18
Price 21,000 gp
Usage worn; Bulk —
Category Worn Item
This ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an Interact action to pull a set of thieves' tools from the ring. These tools appear in your hand and fold back into the ring if they would leave your possession. They grant you a +2 item bonus to Thievery checks to Disable a Device and to Pick a Lock, and the ring's insights grant you the same bonus to Crafting checks to Craft and Repair snares and traps.
The ring grants a +3 bonus. Activating it creates an 8th-level glyph of warding containing your choice of either prismatic spray or 7th-level fireball.
Main Item: Ring of Maniacal DevicesCore Rulebook, page 614.
Item 13
Price 2,700 gp
Usage worn; Bulk —
Category Worn Item
This heavy iron ring is shaped to look like the head of a ram, with curling horns.
The ring deals 3d6 force damage per action spent, and the save DC is 32. When you activate the ring using 3 actions, you can disperse the force into multiple magical rams, targeting all creatures in a 30-foot cone instead of one target within 60 feet.
Main Item: Ring of the RamCore Rulebook, page 615.
Item 12
Price 1,800 gp
Usage held in 1 hand; Bulk 1
Category Staff
This highly polished black wooden staff resembles an aristocrat's oversized walking cane, complete with a silver head shaped like a large circus animal such as a horse or elephant. Ringmasters or announcers use ringmaster's staves to draw attention from their audiences or to salvage acts that fall flat mid-performance. While wielding a ringmaster's staff, your normal voice can be clearly heard by all creatures within 300 feet regardless of intervening barriers or ambient noise, although your voice can't penetrate magical silence and you can't use this to extend an auditory or sonic effect through barriers that would otherwise block it.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Ringmaster's StaffItem 18
Price 3,600 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
Ripples move constantly through a roaring potion, a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour.
You gain the effects of a 7th-level bullhorn spell. The damage is 10d4 and the save DC is 38.
Main Item: Roaring PotionTreasure Vault, page 90.
Item 19
Price 32,000 gp
Usage worn garment; Bulk 1
Category Worn Item
Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are gold, neutral robes are light blue, and evil robes are red. An evil or good robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead stupefied 2 while wearing a robe of the archmagi. This condition can't be removed in any way until you remove the robe.
The robes are +2 greater resilient explorer's clothing, and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 5 to damage from arcane spells.
The resistance against arcane spells is 10.
You can activate the robe when you or an ally within 30 feet attempts a saving throw against an arcane spell, and the robe grants either you or the ally a success on the triggering saving throw; you still can activate it only once per day.
Craft Requirements You are an arcane spellcaster.
Main Item: Robe of the ArchmagiCore Rulebook, page 616.
Item 7
Price 300 gp
Usage held in 1 hand; Bulk L
Category Held
This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic.
The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an Interact action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself.
You can activate the greater rope of climbing without any frequency limit.
Main Item: Rope Of ClimbingAdvanced Player’s Guide, page 262.
Item 14
Price 800 gp
Usage affixed to a magical staff; Bulk —
Activate Interact; Requirements You prepared the staff.
Category Talisman
This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn.
The number of temporary charges increases to 3.
Main Item: Ruby CapacitorTreasure Vault, page 95.
Item 18
Price 3,600 gp
Ammunition any
Activate Interact
Category Consumable
Rusting ammunition is made using a rust monster's saliva and, when activated, deals damage to objects or creatures primarily made of metal. The target takes persistent damage for a duration determined by the type of ammunition used. A creature that drops to 0 Hit Points while taking this persistent damage crumbles into fine powder; its gear remains. The ammunition's type determines the maximum amount of an object that's destroyed.
The ammunition deals 4d8 persistent damage for up to 6 rounds. For an object, the ammunition destroys a 10-foot cube.
Craft Requirements Supply the saliva of a rust monster (Bestiary 283).
Main Item: Rusting AmmunitionTreasure Vault, page 43.
Item 16
Price 1,400 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This elixir is made from salamander scales to withstand fire. For 24 hours, you are protected from the effects of severe heat.
You're also protected from extreme and incredible heat.
Main Item: Salamander ElixirCore Rulebook, page 549.
Item 12
Price 325 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
Applying this filmy salve to a creature helps it overcome magical paralysis.
A greater salve of antiparalysis can potentially remove petrification. The creature recovers as if it were the target of both a 6th-level remove paralysis spell and a stone to flesh spell.
Main Item: Salve of AntiparalysisCore Rulebook, page 562.
Item 12
Price 1,750 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25.
The resistance is 5 when affixed to armor, the persistent bleed damage is 1d6 when affixed to a weapon, and the spell DC is 29.
Treasure Vault, page 128.
Item 14
Price 3,700 gp
Usage held in 1 hand; Bulk 1
Category Held
This +1 striking wounding klar (Hardness 8, HP 64, BT 32) is built with spikes made of beasts' fangs.
A greater sanguine klar (Hardness 13, HP 100, and BT 50) is a +2 greater striking wounding klar, and its activation can be triggered by bleed damage at a range of 30 feet.
Main Item: Sanguine KlarTreasure Vault, page 22.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood.
Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the disease trait, poison trait, or would give you the fatigued condition.
Drawback Whenever you take piercing or slashing damage, you take 1d6 persistent bleed damage.
The bonus is +3 (or +4 against disease, poison, or fatigued), and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead.
Main Item: Sanguine MutagenTreasure Vault, page 60.