60 items, from Greater Saurian Spike to Greater Staff of the Dreamlands.
Greater Saurian Spike · Greater Screech Shooter · Greater Sea Touch Elixir · Greater Sealing Chest · Greater Searing Suture · Greater Seer's Flute · Greater Sense-Dulling Hood · Greater Serene Mutagen · Greater Serpent Oil · Greater Shadow · Greater Shatterstone · Greater Shock · Greater Shrinking Potion · Greater Silver Crescent · Greater Silvertongue Mutagen · Greater Sinew-Shock Serum · Greater Singing Shortbow · Greater Sixfingers Elixir · Greater Skeleton Key · Greater Skittering Mask · Greater Skittering Mask · Greater Skunk Bomb · Greater Skyrider Sword · Greater Sleeves of Storage · Greater Slick · Greater Smoke Fan · Greater Smokestick · Greater Snarling Badger · Greater Sniper's Bead · Greater Soaring Wings · Greater Sonic Tuning Mace · Greater Soothing Powder · Greater Soothing Tonic · Greater Sparking Spellgun · Greater Spectacles of Understanding · Greater Spellstriker Staff · Greater Spider Gun · Greater Spiderfoot Brew · Greater Spiderfoot Brew · Greater Spirit-Sealing Fulu · Greater Spiritual Warhorn · Greater Spy Staff · Greater Staff of Abjuration · Greater Staff of Air · Greater Staff of Conjuration · Greater Staff of Divination · Greater Staff of Earth · Greater Staff of Enchantment · Greater Staff of Evocation · Greater Staff of Final Rest · Greater Staff of Fire · Greater Staff of Healing · Greater Staff of Illusion · Greater Staff of Impossible Visions · Greater Staff of Nature's Cunning · Greater Staff of Nature's Vengeance · Greater Staff of Necromancy · Greater Staff of Providence · Greater Staff of the Desert Winds · Greater Staff of the Dreamlands
Item 11
Price 1,400 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence.
The range of the scent and fear emanation are both 60 feet. The save DC is 28.
Treasure Vault, page 128.
Item 13
Price 3,000 gp
Usage held in 2 hands; Bulk 2
Category Beast Gun Weapon
Built from the larynx of an owlbear, terror shrike, or similar animal that possesses a frightening screech or similar special ability, a screech shooter is a special +1 striking harmona gun designed to fire terrifying blasts of sound. A screech shooter deals sonic damage but can otherwise be used like a normal harmona gun.
A greater screech shooter is a +2 greater striking harmona gun. The DC for the activation is 30 and it affects creatures in a 40-foot emanation.
Main Item: Screech ShooterGuns & Gears, page 155.
Item 15
Price 920 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This briny concoction alters the skin on your hands and feet.
The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for 24 hours, and you can breathe underwater.
Main Item: Sea Touch ElixirCore Rulebook, page 549.
Item 11
Price 1,250 gp
Usage held in 2 hands; Bulk L
Category Held
Vigilant Seal members use these containers when transporting samples and relics.
The containers are soundproof, airtight, and studded with lead sheets, mistletoe, and other materials that block magical auras. Up to 1 Bulk of objects can be placed inside a sealing chest; the magic auras and curses of any objects placed within the chest cannot extend beyond the box unless they are of a greater level than the chest. Artifacts and similarly powerful items are unaffected regardless of level. Many cursed items prevent their bearer from removing them, but a successful remove curse gives enough time to stash the item in the chest.
Main Item: Sealing ChestLOPSG, page 38.
Item 9
Price 120 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Activating this black powder–infused alchemical bandage cauterizes wounds. You can apply a searing suture to yourself or an adjacent willing creature as you activate it. The target creature takes 1d6 fire damage and can immediately attempt a flat check to remove the persistent bleed damage—the DC of this flat check depends on the type of searing suture applied. When applied against a bleed effect that is lower level than the searing suture, the flat check is automatically successful.
The flat check DC is 5.
Main Item: Searing SutureOoA1, page 77.
Item 8
Price 460 gp
Usage held in 2 hands; Bulk L
Category Coda
This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to Perception checks and Performance checks.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Seer's FluteTreasure Vault, page 137.
Item 12
Price 350 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Consumable
Sometimes, an enemy's dangerous special ability makes relatively standard sensory capabilities a liability. From otyugh stench to a harpy's song, plenty of creatures use their prey's senses against them. A sense-dulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, olfactory, and visual effects for a time, according to the mask's type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using Perception for the same duration.
The bonus is +4, and the duration is 1 hour.
Main Item: Sense-Dulling HoodTreasure Vault, page 55.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
You gain inner serenity, focused on fine details and steeled against mental assaults, but you find violence off-putting.
Benefit You gain a +3 item bonus to Will saves and Perception, Medicine, Nature, Religion, and Survival checks. This bonus improves to +4 when you attempt Will saves against mental effects. When you roll a success on a Will save against a mental effect, you get a critical success instead. The duration is 1 hour.
Drawback You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage.
Main Item: Serene MutagenCore Rulebook, page 549.
Item 7
Price 56 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed.
The oil can be applied to a Medium object, producing a giant viper.
Main Item: Serpent OilTreasure Vault, page 87.
Rune 9
Price 650 gp
Usage etched onto light or medium nonmetallic armor
Category Rune
Armor with this rune becomes hazy black. You gain a +2 item bonus to Stealth checks while wearing the armor.
Main Item: ShadowCore Rulebook, page 583.
Item 18
Price 3,800 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
A shatterstone is a small ceramic orb, much like a thunderstone.
Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants an item bonus to attack rolls and deals sonic damage and sonic splash damage, according to the bomb's type. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a Fortitude saving throw at the listed DC or be deafened until the end of their next turn.
You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 sonic damage and 4 sonic splash damage. The Fortitude DC is 40.
Main Item: ShatterstoneTreasure Vault, page 44.
Rune 15
Price 6,500 gp
Usage etched onto a weapon
Category Rune
Electric arcs crisscross this weapon, dealing an extra 1d6 electricity damage on a hit. On a critical hit, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target.
Electricity damage dealt by this weapon ignores the target's electricity resistance (and the other creatures' on a critical hit).
Main Item: ShockCore Rulebook, page 585.
Item 8
Price 90 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
This fungus-flavored potion conveys the effects of a 4th-level shrink spell to make you and all your gear smaller. You remain small for 1 hour.In addition, you gain a +2 item bonus to Stealth checks while shrunken.
Main Item: Shrinking PotionCore Rulebook, page 564.
Item 16
Price 1,400 gp
Usage held in 1 hand; Bulk —
Category Consumable
A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against olfactory effects according to the crescent's type. While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected.
This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert.
The bonus is +3, the DC is 35, and the ray deals 9d6 damage.
Main Item: Silver CrescentTreasure Vault, page 50.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your features become striking and your voice becomes musical and commanding, though facts and figures become hazy for you and emotion clouds your ability to reason.
Benefit You gain a +3 item bonus to Deception, Diplomacy, Intimidation, and Performance checks. Your critical failures with any of these skill become failures instead. The duration is 1 hour.
Drawback You take a –2 item penalty to Arcana, Crafting, Lore, Occultism, and Society checks. Choose one skill in which you are trained; for the duration, you become untrained in that skill. All your failures on checks to Recall Knowledge become critical failures.
Main Item: Silvertongue MutagenCore Rulebook, page 550.
Item 12
Price 325 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This serum jolts the body to help shake off physical debilitations.
When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the clumsy or enfeebled condition from a single source, using the source of that condition to determine the counteract level and DC.
The serum has a +19 modifier for the roll.
Main Item: Sinew-shock SerumAdvanced Player’s Guide, page 254.
Item 18
Price 22,500 gp
Usage held in 1 hand; Bulk 1
Category Held
Rather than a normal bowstring, this +2 greater striking thundering composite shortbow has a string made of animal gut, much like a musical instrument's. When you shoot the bow, it releases a soft musical note—sonorous if your aim is true and discordant if your shot goes off-target.
The weapon is a +3 greater striking greater thundering composite shortbow, the healing and damage are 5d10, and the DC is 38.
Main Item: Singing ShortbowSecrets of Magic, page 189.
Item 17
Price 2,500 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This gritty, spicy fluid causes you to grow a sixth finger on each hand and gives you a spiderlike grip.
You gain a +2 item bonus to your Reflex DC to keep from being Disarmed and a climb Speed of 20 feet for the listed duration.
The duration is 8 hours.
Main Item: Sixfingers ElixirThe Slithering, page 61.
Item 11
Price 1,250 gp
Usage held in 1 hand; Bulk —
Category Held
A grinning skull tops the bow of this macabre key. This key can be used in place of thieves' tools when attempting to Pick a Lock, and it grants a +1 item bonus to the Thievery check.
If the skeleton key becomes broken due to a critical failure on the check, it works as normal thieves' tools and loses its benefits until repaired.
The key grants a +2 item bonus, and you can activate the key once per hour.
Main Item: Skeleton KeyCore Rulebook, page 575.
Item 8
Price 500 gp
Usage worn mask; Bulk 1
Category Worn Item
This carved wooden full-head mask sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy.
The mask Steps 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn unconscious and within 25 feet of an enemy, the mask Steps 15 feet away from the nearest enemy again. An ally can signal the mask with a single action, which has the auditory and concentrate traits. If the mask hears the signal, it attempts to move you towards that ally when it Steps away from the nearest enemy.
Main Item: Skittering MaskStrength of Thousands #1: Kindled Magic, page 74.
Item 8
Price 500 gp
Usage worn mask; Bulk 1
Category Worn Item
A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, skittering metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask.
If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy.
The mask Steps 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn unconscious and within 25 feet of an enemy, the mask Steps 15 feet away from the nearest enemy again. An ally can signal the mask with a single action, which has the auditory and concentrate traits. If the mask hears the signal, it attempts to move you towards that ally when it Steps away from the nearest enemy.
Main Item: Skittering MaskTreasure Vault, page 155.
Item 11
Price 240 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better.
Critical Success The target is unaffected.Success The target is sickened 1.Failure The target is sickened 1 and slowed 1 while sickened.Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened.Creatures sickened by the bomb emit an odor that lasts 10 minutes after the sickened condition ends (or 1 hour if they were also blinded). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent.You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage and 3 poison splash damage. The Fortitude DC is 28.
Main Item: Skunk BombTreasure Vault, page 45.
Item 19
Price 32,000 gp
Usage held in 2 hands; Bulk 1
Category Held
This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a Medium-sized or smaller wielder. Magic allows the weapon to soar through the air, carrying its wielder along with it.
The sword is a +3 greater striking greater shock greatsword.
You can activate the weapon's flight any number of times per day, and its duration is no longer limited to 10 minutes.
Main Item: Skyrider SwordLOTGB, page 106.
Item 9
Price 600 gp
Usage worn garment; Bulk L
Category Worn Item
This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a bag of holding that can hold up to 5 Bulk of items (for a total of 10 Bulk), though no individual item can be of more than 1 Bulk; the sleeves grow slightly heavy as you reach maximum capacity. You can add or remove an item from a sleeve with a single hand free as an Interact action.
If a sleeve is completely empty, you can place your own familiar into that extradimensional space. It can survive comfortably in your sleeve for up to 1 hour, after which it begins to suffocate. While in your sleeve, it can't be affected or targeted by any effects, but you don't benefit from any master abilities. A familiar can exit the sleeve of its own volition with a single action that has the manipulate and move traits. You can't place any other creature into your sleeves, nor can you place your familiar in a sleeve if it's larger than Tiny. If your familiar is in your sleeve, you can't place any items in the sleeve.
Each sleeve can hold up to 20 Bulk of items, and a familiar can survive within a sleeve for up to 4 hours.
Main Item: Sleeves Of StorageAdvanced Player’s Guide, page 263.
Rune 8
Price 450 gp
Usage etched onto armor
Category Rune
This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +2 item bonus to Acrobatics checks to Escape and Squeeze.
Main Item: SlickCore Rulebook, page 583.
Item 8
Price 75 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
When you Activate a smoke fan, it creates a cloud of colored smoke. The smoke fills a 20-foot radius. The creator can choose for the smoke to be a mixture of colors when creating the smoke fan. Creatures within the smoke's area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.
The smoke's radius is 20 feet, and the creator can choose for the smoke to be a mixture of colors.
Main Item: Smoke FanGuns & Gears, page 71.
Item 7
Price 53 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Tool
With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a 20-foot burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Main Item: SmokestickCore Rulebook, page 554.
Item 18
Price 5,000 gp
Usage affixed to armor; Bulk —
Activate command; Trigger You lose the dying condition; Requirements You have a wounded value of 1 or more.
Category Talisman
This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the wounded condition, the heroism ends immediately.
The heroism is 9th level.
Main Item: Snarling BadgerTreasure Vault, page 95.
Item 10
Price 160 gp
Usage affixed to a two-handed firearm or crossbow; Bulk –
Activate envision; Trigger You attempt a ranged Strike with the affixed weapon before rolling; Requirements You're a master with the affixed weapon.
Category Talisman
This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack.
You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first four range increments.
Main Item: Sniper's BeadGuns & Gears, page 185.
Item 14
Price 3,800 gp
Usage tattooed on the body; Bulk —
Category Tattoo
Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings.
You can activate the tattoo once per hour.
Main Item: Soaring WingsTreasure Vault, page 121.
Item 13
Price 3,000 gp
Usage held in 1 hand; Bulk L
Category Held
This +1 striking thundering light mace has twin tips, perfectly spaced to resonate when striking foes.
The mace is a +2 greater striking thundering light mace.
When you activate the mace to cast sound burst, the spell is 6th level (DC 30).
Main Item: Sonic Tuning MaceSecrets of Magic, page 189.
Item 11
Price 210 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Soothing powders are remedies made to stop a particular type of persistent damage. Each damage type requires a different formula, with the most popular being bleed soothing powder, poison soothing powder, fire soothing powder, and acid soothing powder. You Activate soothing powder by sprinkling it on yourself or another creature within reach. The target can immediately attempt a new flat check to remove persistent damage the powder works against. This powder lowers the DC to 10, as normal for a particularly appropriate type of help.
In addition to the effects described above, the powder persists for 1 minute, lowering the DCs of flat checks against that type of persistent damage due to particularly effective assistance.
Main Item: Soothing PowderTreasure Vault, page 55.
Item 10
Price 185 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time.
You gain fast healing for 1 minute in an amount depending on the tonic's type.
You gain fast healing 5.
Main Item: Soothing TonicTreasure Vault, page 60.
Item 13
Price 600 gp
Usage held in 1 hand; Bulk L
Category Consumable
A broad wooden tube with a handle, a sparking spellgun radiates warmth. 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 fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and persistent fire damage according to its type.
Critical Success The target takes double damage, takes double persistent damage, is blinded for 1 round, and is dazzled while the persistent damage lasts.Success The target takes full damage, full persistent damage, and is dazzled while the persistent damage lasts.The damage is 10d6, and the persistent damage is 5d4.
Main Item: Sparking SpellgunTreasure Vault, page 98.
Item 11
Price 1,200 gp
Usage worn
Category Worn Item
These folding, wood-framed spectacles hold flat discs of cut crystal as lenses and are held in place with thin cords that wrap around each ear, with another strap holding them around the neck while not in use. While you are wearing the spectacles, you gain a +1 item bonus to checks to Decipher Writing.
The item bonus is +2, and the ability to comprehend writing from comprehend language lasts until you fold up the spectacles or the item is no longer invested by you, whichever comes first, rather than lasting 1 hour.
Main Item: Spectacles Of UnderstandingLOPSG, page 118.
Item 11
Price 1,400 gp
Usage held in 1 hand; Bulk 1
Category Staff
A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff.
Used as a weapon, the staff is a +2 striking shifting staff.
Craft Requirements You have the magus's Spellstrike activity. Supply one casting of all listed levels of all listed spells.
Main Item: Spellstriker StaffTreasure Vault, page 134.
Item 9
Price 1,400 gp
Usage held in 2 hands; Bulk 2
Category Beast Gun Weapon
A spider gun is a +1 striking weapon. It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take persistent poison damage equal to 1d4 + the number of weapon damage dice.
A spider gun does not add critical specialization effects.
The gun can be activated to fire webbing that hampers other creatures.
The gun's webbing requires at least 15 slashing damage or 5 fire damage to clear away and the DC is 25.
Main Item: Spider GunGuns & Gears, page 155.
Item 9
Price 150 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This gelatinous, sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny clinging hairs grow on your hands and feet, granting you a 20 feet climb Speed and a +2 item bonus to Athletics checks made to climb for 10 minutes.
Main Item: Spiderfoot BrewPFUM.
Item 17
Price 2,500 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This sticky fluid is made from the silk glands of giant spiders.
When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to Climb for the listed duration.
The climb Speed is 25 feet, the item bonus is +3, and the duration is 1 hour.
Main Item: Spiderfoot BrewTreasure Vault, page 61.
Item 10
Price 155 gp
Usage affixed to one undead creature
Duration 1 round (or 4 rounds)
Category Consumable
This classic fulu seals the negative energy within an undead, freezing it in its tracks. Upon affixing, the target undead must attempt a DC 27 Will save or be paralyzed for 1 round.
On a critical failure, the undead is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
Main Item: Spirit-sealing FuluSecrets of Magic, page 160.
Item 13
Price 600 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Consumable
A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies.
Once the magic is used, the warhorn remains as a non-magical musical instrument.
Six warriors manifest with a +22 attack modifier.
Main Item: Spiritual WarhornTreasure Vault, page 98.
Item 11
Price 1,175 gp
Usage held in 1 hand; Bulk 1
Category Staff
In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff were agents of Falutaix's Twilight Talons, but such staves have spread to espionage agencies throughout the Graikitain Sea region and beyond.
The DC to disbelieve the illusion disguising the staff is 32.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Spy StaffTreasure Vault, page 134.
Item 10
Price 900 gp
Usage held in 1 hand; Bulk 1
Category Staff
This intricately carved wooden staff is warm to the touch and thrums with inner energy. While wielding the staff, you gain a +2 circumstance bonus to checks to identify abjuration magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of AbjurationCore Rulebook, page 593.
Item 8
Price 450 gp
Usage held in 1 hand; Bulk 1
Category Staff
Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air, you feel lighter on your feet, and you can Step into difficult terrain once per round.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of AirTreasure Vault, page 134.
Item 10
Price 900 gp
Usage held in 1 hand; Bulk 1
Category Staff
This ash staff is decorated with animals; wielding it, you gain a +2 circumstance bonus to checks to identify conjuration magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of ConjurationCore Rulebook, page 593.
Item 10
Price 900 gp
Usage held in 1 hand; Bulk 1
Category Staff
Semiprecious gemstones emerge, seemingly at random, from the surface of this gnarled wooden staff. While wielding it, you gain a +2 circumstance bonus to checks to identify divination magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of DivinationCore Rulebook, page 593.
Item 8
Price 450 gp
Usage held in 1 hand; Bulk 1
Category Staff
Geometric patterns are etched into the smooth brown and gray surface of a staff of earth, which makes a solid thud whenever tapped against the ground. While wielding a staff of earth, you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that Shove you or knock you prone.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of EarthTreasure Vault, page 135.
Item 10
Price 900 gp
Usage held in 1 hand; Bulk 1
Category Staff
A mesmerizing gemstone caps the head of this handsomely crafted wooden staff. While wielding the staff, you gain a +2 circumstance bonus to checks to identify enchantment magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of EnchantmentCore Rulebook, page 593.
Item 10
Price 900 gp
Usage held in 1 hand; Bulk 1
Category Staff
This staff is tapered at the base and carved into a gemstudded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify evocation magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of EvocationCore Rulebook, page 593.
Item 10
Price 900 gp
Usage held in 1 hand; Bulk 1
Category Staff
This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Sitreiku, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the versatile P trait and functions as a wooden stake, allowing you to use it to stake vampires, and your Strikes with the staff gain a +1 circumstance bonus to damage rolls against undead.
The circumstance bonus to damage rolls is +2.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of Final RestLOTGB, page 30.
Item 8
Price 450 gp
Usage held in 1 hand; Bulk 1
Category Staff
This staff resembles a blackened and burned length of ashen wood. It smells faintly of soot and glows as if lit by embers.
You can use an Interact action to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of FireCore Rulebook, page 594.
Item 8
Price 470 gp
Usage held in 1 hand; Bulk 1
Category Staff
Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or using charges from the staff.
The item bonus granted to heal spells is +2.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of HealingCore Rulebook, page 594.
Item 10
Price 900 gp
Usage held in 1 hand; Bulk 1
Category Staff
This ornately designed metal staff shines with precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you desire flashes across its surface.
While wielding the staff, you gain a +2 circumstance bonus to checks to identify illusion magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of IllusionCore Rulebook, page 594.
Item 12
Price 1,800 gp
Usage held in 1 hand; Bulk 1
Category Staff
This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes, using your normal visual senses (including any benefits of spells affecting your vision, like see invisibility). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners.
The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff Of Impossible VisionsAdvanced Player’s Guide, page 263.
Item 11
Price 1,400 gp
Usage held in 1 hand; Bulk 1
Category Staff
Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff Of Nature's CunningSecrets of Magic, page 167.
Item 14
Price 4,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
This stout staff is made from gnarled hawthorn. When used as a weapon, a staff of nature's vengeance permanently has the effects of shillelagh.
Craft Requirements Supply one casting of all listed levels of all listed spells, plus one casting of shillelagh.
Main Item: Staff Of Nature's VengeanceAdvanced Player’s Guide, page 263.
Item 10
Price 900 gp
Usage held in 1 hand; Bulk 1
Category Staff
This twisted and grim-looking staff is adorned with hideous skull and bone motifs. While wielding the staff, you gain a +2 circumstance bonus to checks to identify necromancy magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of NecromancyCore Rulebook, page 594.
Item 10
Price 900 gp
Usage held in 1 hand; Bulk 1
Category Staff
A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus on Survival checks to Sense Direction or Subsist, and to Religion checks to Recall Knowledge.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff Of ProvidenceAdvanced Player’s Guide, page 264.
Item 12
Price 1,750 gp
Usage held in 1 hand; Bulk 1
Category Staff
This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to Survival checks to Subsist, Track, and Cover Tracks.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff Of The Desert WindsSecrets of Magic, page 190.
Item 12
Price 2,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and survive in the Dreamlands and recognize its denizens. When wielding the staff, you gain a +1 circumstance bonus to Survival checks while in the Dreamlands and to checks to Recall Knowledge about creatures with the dream trait.
Craft Requirements Supply one casting of all listed levels of all listed spells. Whether one chooses to wander off the beaten path or accidentally turns too soon from the main thoroughfare, the Grand Bazaar's nooks, crannies, and winding lanes all hold vendors eager to catch the attention of any passersby. The following are but a small sample of the countless shops a visitor may encounter at the Grand Bazaar.
Main Item: Staff Of The DreamlandsLOTGB, page 111.