60 items, from Greater Staff of Transmutation to Greater Winged.
Greater Staff of Transmutation · Greater Staff of Water · Greater Staff-Storing Shield · Greater Stalk Goggles · Greater Stampede Medallion · Greater Stanching · Greater Star Grenade · Greater Starshot Arrow · Greater Stepping Stone Shot · Greater Stone Body Mutagen · Greater Stone Body Mutagen · Greater Stone Circle · Greater Storm Flash · Greater Stouseisu's Recourse · Greater Striking · Greater Sturdy Shield · Greater Sulfur Bomb · Greater Swallow-Spike · Greater Swapping Stone Bonmuan Swapping Stone · Greater Talisman Cord · Greater Tanglefoot Bag · Greater Tentacle Cannon · Greater Tentacle Potion · Greater Theatrical Mutagen · Greater Thunderbird Tuft · Greater Thunderblast Slippers · Greater Thundering · Greater Thunderstone · Greater Thurible of Revelation · Greater Toadskin Salve · Greater Tome of Restorative Cleansing · Greater Tooth and Claw Tattoo · Greater Torrent Spellgun · Greater Tracker's Goggles · Greater Trackless · Greater Tradecraft Tattoo · Greater Transposition Ammunition · Greater Trickster's Mandolin · Greater Trinity Geode · Greater True Name Amulet · Greater Trueshape Bomb · Greater Twilight Lantern · Greater Universal Solvent · Greater Unmemorable Mantle · Greater Unsullied Blood · Greater Vaccine · Greater Verdant Staff · Greater Vermin Repellent Agent · Greater Vexing Vapor · Greater Victory Plate · Greater Vigilant Eye · Greater Vroustiam's Mud · Greater War Blood Mutagen · Greater Warding Escutcheon · Greater Warding Statuette · Greater Wardrobe Stone · Greater Weapon Shot · Greater Wildwood Ink · Greater Wind-Catcher · Greater Winged
Item 10
Price 900 gp
Usage held in 1 hand; Bulk 1
Category Staff
A glass orb atop this metal staff contains fine, undulating sand.
While wielding the staff, you gain a +2 circumstance bonus to checks to identify transmutation magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of TransmutationCore Rulebook, page 595.
Item 8
Price 450 gp
Usage held in 1 hand; Bulk 1
Category Staff
A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water, you have resistance 2 to fire.
The resistance is 5.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of WaterTreasure Vault, page 135.
Item 11
Price 1,300 gp
Usage held in 1 hand; Bulk 1
AC Bonus +2; Hardness 9; HP 54; BT 27
Speed Penalty —
Category Held
This magically reinforced wooden shield normally has a blank face. It can absorb a staff and transform between a shield and staff. When you prepare a staff, you can hold it up to the shield, at which point the items will merge, and the shield's face becomes an image corresponding to the type of magic, such as a skull for a staff of necromancy.
Secrets of Magic, page 190.
Item 3
Price 60 gp
Usage worn eyepiece; Bulk —
Category Worn Item
These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer's eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer's head on lengthened optic nerves.
When you activate the goggles, you also gain a +1 item bonus to Perception checks involving sight for the duration of the effect.
Main Item: Stalk GogglesItem 15
Price 6,200 gp
Usage worn; Bulk L
Category Worn Item
When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just over your eidolon's heart. While your eidolon wears the medallion, they gain a +2 item bonus to Athletics checks to Shove or Trip.
Each of these foes takes 8d6 bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked prone. After dealing damage, the stampede of eidolons vanishes as quickly as it appeared.
The activation's DC is 34 and the damage is 12d6.
Main Item: Stampede MedallionSecrets of Magic, page 190.
Rune 9
Price 600 gp
Usage etched onto armor
Category Rune
These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage 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: StanchingLOTGB, page 39.
Item 11
Price 250 gp
Usage held in 1 hand; Bulk L
Activate These unusual gunpowder bombs, typically marked with a
Category Bomb
symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they Strike a target.
When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). Any effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades.
You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage and 3 splash damage.
Main Item: Star GrenadeOoA3, page 75.
Item 14
Price 800 gp
Ammunition arrow
Activate Interact
Category Consumable
The metal of these arrows is said to have come from a star that ventured too close to Falavririak and was shot down by a moonlit archer. When you activate and shoot a starshot arrow, you take no range penalties against any target that you can personally detect. There must be a line of effect between you and the target.
You can fire at any creature you can detect, regardless of range. The arrow travels instantly, hitting your target as soon as you fire the arrow. This is a teleportation effect.
Main Item: Starshot ArrowLOL, page 48.
Item 10
Price 185 gp
Ammunition round
Activate envision, Interact
Category Consumable
A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot, whether you hit or miss your target, the shot creates a series of supports in a line that creatures can walk on as if solid ground. The line can ascend or descend at a 45-degree angle. The discs support any amount of weight, but don't otherwise pose any sort of obstacle; creatures and attacks can move through them if they wish. They crumble to dust if anything attempts to move or otherwise manipulate them. A creature can use a two-action activity, which has the manipulate trait, to Stride up to its speed on the stones while causing them to crumble behind it. This ammunition does not work in firearms with the scatter trait. The maximum length of the line depends on the type of ammunition. However, the line also can't extend beyond the maximum distance for a Strike from your firearm (usually six times the firearm's range increment).
The stones reach up to 250 feet, and they last up to 1 minute if no one collapses them.
Main Item: Stepping Stone ShotGuns & Gears, page 171.
Item 15
Price 920 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This mutagen calcifies your body making it as hard as stone.
Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount.
Drawback Your Speeds are reduced by 10 feet (minimum 5 feet) and you take a –2 penalty to Reflex saves.
You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.
Main Item: Stone Body MutagenThe Fall of Plaguestone, page 56.
Item 15
Price 920 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount.
Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a –2 penalty to Reflex saves.
You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.
Main Item: Stone Body MutagenTreasure Vault, page 61.
Item 19
Price 32,000 gp
Usage held in one hand; Bulk — (when not activated)
Category Structure
A stone circle appears to be a thumb-sized rectangular gray stone until activated.
When you cast a ritual within the stone circle, the secondary check with the worst degree of success is improved by one degree of success, even if that secondary check succeeded Once you complete a ritual within the stone circle, regardless of the result, the stones collapse and it reverts back to its original form.
LOTGB, page 39.
Item 18
Price 21,000 gp
Usage held in 1 hand; Bulk 1
Category Weapon
This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it's wielded. When out of its sheath under an open sky, the blade causes storm clouds to gather slowly above.
This is a +3 greater striking greater shock rapier. When activating the sword to cast lightning bolt, the spell is 8th level (DC 38).
Main Item: Storm FlashCore Rulebook, page 602.
Item 7
Price 625 gp
Usage held in 1 hand; Bulk 1
AC Bonus undefined; Hardness 8; HP 60; BT 30
Category Held
This standard-grade darkwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus to Sailing Lore and to Athletics checks to Swim.
The shield has Hardness 8, HP 60, and BT 30, and when you Activate the shield, it casts water walk on you.
Main Item: Stouseisu's RecourseTreasure Vault, page 22.
Rune 12
Price 1,065 gp
Usage etched onto a weapon
Category Rune
A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 striking dagger would deal 2d4 damage instead of 1d4 damage.
You can upgrade the striking rune already etched on a weapon 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 weapon deals three weapon damage dice.
Main Item: StrikingCore Rulebook, page 581.
Item 13
Price 3,000 gp
Usage held in 1 hand; Bulk 1
AC Bonus undefined; Hardness 15; HP 120; BT 60
Category Shield; Group Shield
With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy.
The shield has Hardness 15, HP 120, and BT 60.
Main Item: Sturdy ShieldCore Rulebook, page 588.
Item 11
Price 275 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
A thick, sulfurous, irritating gas fills this golden-yellow flask.
You gain a +2 item bonus to attack rolls. The bomb deals 3d4 acid damage and 3 acid splash damage. On a hit, the target takes a –1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute.
Main Item: Sulfur BombLOTGB, page 15.
Rune 12
Price 1,750 gp
Usage etched onto armor
Category Rune
Your armor responds to your desire to break free of a creature grabbing you by growing spikes.
The armor makes a melee attack against the creature, as described in the rune's other activation.
The attack modifier increases to +22, the damage increases to 3d6, and the extra damage to an engulfing or swallowing creature increases to 2d6.
Main Item: Swallow-SpikeTreasure Vault, page 13.
Item 17
Price 3,000 gp
Usage held in 1 hand
Activate Interact
Category Consumable
This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone.
You can instead hurl the stone at a creature in an attempt to bring that creature closer to you.
Make a ranged Strike against a creature using your highest proficiency with a ranged weapon. The swapping stone has a range increment of 15 feet. On a hit, the stone shatters against the creature, casting dimension door on the creature and causing it to instantly teleport to a space adjacent to you. An unwilling creature can resist this teleportation with a successful DC 28 Will save.
The Will save DC is 37.
Main Item: Bonmuan Swapping StoneFists of the Ruby Phoenix #1: Despair on Danger Island, page 75.
Item 16
Price 8,500 gp
Usage worn
Category Worn Item
This thin leather cord bears delicate runic markings and threads through an item that can bear affixed talismans.
When you Affix a Talisman to that item, you can thread the talisman onto the cord, activating the cord's preserving effects. The cord is attuned to a particular school of magic, chosen when the cord was created. It gains the corresponding trait for that school. When you activate a talisman threaded through a cord with the same magic school trait that's also the cord's level or lower, attempt a DC 16 flat check. On a success, that talisman is not consumed and can be used again.
The cord is attuned to three schools of magic, and since it's higher level, it can hold higher-level talismans.
Main Item: Talisman CordLOPSG, page 118.
Item 11
Price 250 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
A tanglefoot bag is filled with sticky substances.
When you hit a creature with a tanglefoot bag, that creature takes a –15-foot penalty to its Speeds for 1 minute.
You gain a +2 item bonus to attack rolls.
On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water.
The target can end any effects by Escaping (Escape DC 28) or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well.
Main Item: Tanglefoot BagCore Rulebook, page 545.
Item 13
Price 2,000 gp
Usage held in 2 hands; Bulk 2
Category Beast Gun Weapon
A tentacle cannon is a +1 striking weapon, built using components from squids, krakens, and sometimes even stranger tentacled creatures like lomos. It's a distinct type of martial firearm that deals 1d8 piercing damage. It has the capacity 5, concussive, and fatal d12 traits, a range increment of 30 feet, and reload 2. The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle.
Attempt another check to Grapple the creature with a +13 bonus.
A greater tentacle cannon is a +2 greater striking weapon.
It has a +20 bonus to Grapple, and its ink spray DC is 30.
Main Item: Tentacle CannonGuns & Gears, page 156.
Item 14
Price 660 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm.
Your clothing doesn't need to accommodate this limb of ghostly matter, which can extrude through your clothing and armor. The limb lasts 1 hour, and you can Dismiss the activation. You can't hide or disguise the tentacle. You can use the limb to perform simple Interact actions, such as opening an unlocked door. Your limb can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish. You can't use it to hold items. At one time, you can have only one extra limb from any version of this potion. Stronger tentacle potions replace the effects of weaker ones.
If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type.
As moderate, but the tail can hold an item of up to 1 Bulk or be used as a second hand to help hold an item of up to 2 Bulk. You can also use the limb to make an unarmed attack that deals 1d6 bludgeoning damage and has the sweep trait. This potion lasts 24 hours.
Main Item: Tentacle PotionTreasure Vault, page 91.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Developed and widely used by students at the Lokhia Academy in Ziatroubax, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks.
Benefit You gain the listed item bonus to Acrobatics checks, Crafting checks, and Performance checks. If you're untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed.
Drawback You take a –1 penalty to Perception checks and Will saves. After any round where you don't spend at least 1 action to Interact with an object, Perform, Step, or Stride, you're flat-footed until the start of your next turn.
The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes.
Main Item: Theatrical MutagenTreasure Vault, page 61.
Item 9
Price 125 gp
Usage held in 1 hand; Bulk L
Category Consumable
This carved chunk of amber contains a single tuft of gray feathers, which spark with electricity to create an odd jittery sensation in anyone holding the amber for long. When used as part of a shocking grasp spell, thunderbird tuft funnels electricity back into the spellcaster in a defensive nimbus. For 1 minute, any creature that touches you or that hits you with a melee unarmed attack or non-reach melee weapon attack takes 2d4 electricity damage, or 2d6 electricity damage if the creature is using a metal weapon.
Main Item: Thunderbird TuftSecrets of Magic, page 169.
Item 15
Price 6,500 gp
Usage worn footwear; Bulk L
Category Worn Item
Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to Acrobatics checks.
The distance you can Stride increases to 120 feet, the damage is 3d6 of each type, and the Fortitude DC is 34.
Headwear
Main Item: Thunderblast SlippersTreasure Vault, page 151.
Rune 15
Price 6,500 gp
Usage etched onto a weapon
Category Rune
This weapon lets out a peal of thunder when it hits, dealing an extra 1d6 sonic damage on a successful Strike. On a critical hit, the target has to succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure).
The save DC is 34, and the deafness is permanent. Sonic damage dealt by this weapon ignores the target's sonic resistance.
Main Item: ThunderingCore Rulebook, page 585.
Item 11
Price 250 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a DC 28 Fortitude saving throw with the listed DC or be deafened until the end of its next turn. You gain a +2 item bonus to attack rolls.
Main Item: ThunderstoneCore Rulebook, page 546.
Item 18
Price 19,000 gp
Usage held in 1 hand; Bulk 1
Category Held
This brass censer dangles on a length of chain.
Most thuribles of revelation are adorned with swirling Celestial text, though some are iron and feature Infernal or Abyssal text.
The thurible grants a +3 bonus. The greater version shares the once-per-day enhanced revelations of the moderate version, except peering through the smoke also grants you the effects of true seeing.
Main Item: Thurible of RevelationCore Rulebook, page 575.
Item 7
Price 55 gp
Usage held in 1 hand; Bulk L
Category Poison
This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the two ways detailed below. After either reaction has been used, the remaining mucus loses its reactive properties and falls away as the effect ends. You can only have one dose applied at a time. If you don't use either reaction, after 10 minutes, the mucus flakes away and the effect ends.
LOTGB, page 27.
Item 14
Price 3,750 gp
Bulk L
Category Grimoire
This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes.
The creature gains 3d8 temporary Hit Points.
Main Item: Tome of Restorative CleansingTreasure Vault, page 113.
Item 8
Price 500 gp
Usage tattooed on the body; Bulk —
Category Tattoo
This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the Diplomacy skill with animals of that kind. This tattoo is usually located on the body part or parts it's meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on.
The tattoo casts 4th-level animal form instead of 3rd.
Main Item: Tooth and Claw TattooTreasure Vault, page 122.
Item 11
Price 275 gp
Usage held in 1 hand; Bulk L
Category Consumable
Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. 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 blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand.
Critical Success The target takes double damage and is knocked back 10 feet.Success The target takes full damage and is knocked back 5 feet.The damage is 12d6.
Main Item: Torrent SpellgunTreasure Vault, page 98.
Item 9
Price 660 gp
Usage worn eyepiece
Category Worn Item
These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to Survival checks to Sense Direction and Track. If you fail a check to Track, you can try again after 30 minutes rather than an hour.
The goggles grant a +2 bonus. If you fail a check to Track, you can try again after 15 minutes rather than an hour.
Main Item: Tracker's GogglesCore Rulebook, page 616.
Item 10
Price 900 gp
Usage applied to footwear
Category Rune
Trackless runes are common among hunters and trappers, as well as thieves and anyone fleeing pursuit. While wearing trackless footwear, you have a +4 item bonus to the DC to track you. However, this bonus doesn't stack with the status bonus from pass without trace.
The rune has an activation.
Treasure Vault, page 145.
Item 17
Price 13,000 gp
Usage tattooed on the body; Bulk —
Category Tattoo
Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they take the form of artistic patterns or depict tools of the trade, such as anvils, paintbrushes, or trowels. You gain a +2 item bonus to Crafting checks. Furthermore, when you roll a critical failure on a Crafting check to Earn Income, treat it as a failure instead.
The item bonus to Crafting checks is +3. The creation spell's duration is unlimited but ends when you Activate the tattoo again.
Main Item: Tradecraft TattooTreasure Vault, page 122.
Item 15
Price 1,250 gp
Ammunition any
Activate Interact
Category Consumable
Transposition ammunition has a milky-white cast and will sometimes shift position subtly of its own accord. When you activate the ammunition, instead of making your Strike against a foe, you fire transposition ammunition at any unoccupied square you can see within your weapon's first range increment and succeed without making an attack roll. You pull yourself through the Astral Plane, teleporting along with any items you are holding into the square where you shot the ammunition. If this would carry along any other creature (even one in an extradimensional space), the activation fails.
Main Item: Transposition AmmunitionLOTGB, page 31.
Item 8
Price 460 gp
Usage held in 2 hands; Bulk L
Category Coda
Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to Deception and Performance checks.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Trickster's MandolinTreasure Vault, page 137.
Item 8
Price 460 gp
Usage affixed to armor or a weapon
Category Spellheart
The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by Activating this item is 24.
Secrets of Magic, page 171.
Item 15
Price 5,500 gp
Usage worn amulet
Category Worn Item
This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested.
If you can read the language in which the name is written, that creature always takes the effects of invoke true name against your spells (with a spell level equal to half the item's level, rounded up). In addition, when the creature uses any magical effect against you, you can immediately attempt to counteract it using Arcana, Nature, Occult, or Religion for the counteract check and the true name amulet's level to determine the counteract level.
Legendary amulets bearing the true names of creatures of level 21+ may exist.
Main Item: True Name AmuletSecrets of Magic, page 247.
Item 18
Price 3,750 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Concentrated wolfsbane and other anti-braefaedath reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, persistent poison damage, and poison splash damage, according to their type. If the primary target is under the effects of a morph or polymorph effect, it must succeed at a Fortitude saving throw at the bomb's listed DC, or else the effects end and the creature returns to its normal form. Targets taking persistent poison damage from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a morph or polymorph effect.
The persistent damage can last up to 1 minute.
You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 40.
Main Item: Trueshape BombTreasure Vault, page 45.
Item 14
Price 3,700 gp
Usage held in 1 hand; Bulk L
Category Held
This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light.
The light can have a minimum radius of 5 feet and a maximum radius equal to double the light's standard radius.
As moderate twilight lantern, but the counteract modifier is +21.
Main Item: Twilight LanternStrength of Thousands #4: Secrets of the Temple-City, page 76.
Item 12
Price 325 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Originally formulated as a means of dissolving sovereign glue, this powerful solvent can break almost any adhesive's grip.
As universal solvent is particularly effective against sovereign glue, it automatically dissolves sovereign glue. It attempts to counteract any other adhesives, such as tanglefoot bags, with a counteract modifier depending on the type.
The serum has a counteract modifier of +19.
Main Item: Universal SolventAdvanced Player’s Guide, page 255.
Item 9
Price 1,300 gp
Usage worn cloak; Bulk 1
Category Worn Item
This long, shoddy cloak bears a hood and a simple brass clasp. While wearing the cloak, you gain a +1 item bonus to Deception checks to Impersonate an individual and to Lie while in character as that individual.
The item bonus is +2, and the Will save DC is 28.
Main Item: Unmemorable MantleLOCG, page 73.
Item 10
Price 200 gp
Usage held in one hand; Bulk L
Activate envision
Category Consumable
Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was extracted. When this catalyst is added to a vampiric touch spell of up to 4th level, instead of gaining temporary Hit Points based on the damage dealt, you recover half of the damage dealt as Hit Points.
As moderate, except you can add the catalyst to a vampiric touch or vampiric maiden spell of up to 6th level.
Main Item: Unsullied BloodLOIL, page 177.
Item 12
Price 400 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.
The duration is 1 year.
Main Item: VaccineTreasure Vault, page 61.
Item 12
Price 1,750 gp
Usage held in 1 hand; Bulk 1
Category Staff
This oak branch grows leaves in spring that change color in autumn and shed in winter. While wielding it, you gain a +2 circumstance bonus to checks to identify plants and fungus.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Verdant StaffCore Rulebook, page 595.
Item 12
Price 315 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Consumable
This specialized cream serves as a repellent to stave off insects.
The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you a +3 item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a DC 29 Will save when attempting to attack you with a melee Strike, or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute.
Critical Success The creature can act normally.Success The creature is frightened 1.Failure The creature is frightened 2.Critical Failure The creature is frightened 2 and fleeing. Main Item: Vermin Repellent AgentLOPSG, page 101.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the concentrate trait. This lasts until the end of its next turn (1 minute on a critical hit).
Main Item: Vexing VaporLOTGB, page 27.
Item 15
Price 5,500 gp
Usage worn armor; Bulk 4
Category Armor
The metal plates of this +1 resilient full plate are covered by a bright tabard featuring a distinctive coat of arms divided into four fields. This insignia magically records your recent victories, displaying one triumph in each field of the coat of arms, allowing you to call upon those victories for aid in future battles.
The armor is a +2 greater resilient full plate. You can use the second activation once per minute instead of once per hour, and the resistance it grants is 10, or 20 for the ooze's resistance against precision damage.
Main Item: Victory PlateAdvanced Player’s Guide, page 264.
Item 11
Price 1,250 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye's pupil continually twitches and moves, scanning its bearer's surroundings.
The flat check DC if the eye is affixed to a weapon is 3 if the target is concealed or 9 if it's hidden.
Treasure Vault, page 129.
Item 18
Price 4,800 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
Vroustiam's mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against incapacitation effects. Also, you can use a single action to breathe out a 20-foot cone of bitter vapor that causes an earth-shaking rumble that can be heard for 100 feet.
Creatures and objects in the area take 5d6 damage (DC 30 basic Fortitude save), decreasing Hardness by 5. An object's Hardness remains lowered for 1d4 rounds, and you can't use this breath again for the same amount of time.
The damage is 8d6, the save DC is 38, and Hardness decreases by 10.
Main Item: Vroustiam's MudTreasure Vault, page 90.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding.
Benefit Choose one melee weapon you're holding in one or both hands. You gain the listed item bonus to your attack rolls with this weapon and to Will saves against fear effects. Any attempt to Disarm or otherwise remove the weapon from your hands must exceed the listed DC based on the type of war blood mutagen or the attempt fails.
Drawback You can't voluntarily remove the weapon unless you succeed at an Athletics check at the listed DC, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the concentrate trait, you must succeed at a DC 5 flat check or the action is lost.
The item bonus is +3, the DC to remove the weapon is 40, and the duration is 1 hour.
Main Item: War Blood MutagenOoA1, page 77.
Item 20
Price 55,000 gp
Usage held in 1 hand; Bulk 4
AC Bonus undefined; Hardness 20; HP 80; BT 40
Category Held
An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20).
The DCs are 43, and using the second activation casts resplendent mansion, forming a tall stone keep.
Main Item: Warding EscutcheonTreasure Vault, page 23.
Item 13
Price 2,600 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
This small figurine is carved from soapstone in the shape of a deity or guardian, facing both front and back to indicate unflagging vigilance. The spell attack roll of any spell cast by activating this item is +13.
The resistance is 5 when affixed to armor, and the spell attack roll is +20.
Treasure Vault, page 129.
Item 20
Price 55,000 gp
Usage held in 1 hand; Bulk L
Category Held
This large stone eye is the size of a fist and decorated with elaborate carvings of robes and other garments.
After the activation, you gain the effects of illusory disguise, except that it only causes you to appear to be wearing the exact outfit you selected within the mindscape. The illusion also disguises the wardrobe stone to match your outfit and not appear out of place, such as by appearing to be a glove or bracelet, though it continues to occupy your hand while you're under the effects of illusory disguise.
You can actively Dismiss the Spell, but the effects are also dismissed immediately when you're no longer holding the wardrobe stone.
You gain +3 item bonus to Perception checks involving sight and a +3 item bonus to a specific Lore skill associated with your outfit.
LOTGB, page 51.
Item 12
Price 400 gp
Ammunition any
Category Consumable
The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it.
It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon.
The attack functions appropriately for a +2 greater striking weapon.
Main Item: Weapon ShotTreasure Vault, page 83.
Item 10
Price 900 gp
Usage tattooed on the body; Bulk —
Category Tattoo
These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to Stealth checks, which increases to +2 in forests.
If you've already Activated the tattoo, you can supply a separate casting of tree shape to recharge the tattoo instead of having the spell's normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast tree shape to recharge the tattoo after each use.
The item bonus to Stealth checks is +2, or +3 in forests. Tree shape lasts up to 1 hour.
Main Item: Wildwood InkTreasure Vault, page 123.
Rune 14
Price 4,250 gp
Usage applied to a wind-powered vehicle
Category Rune
This rune is invested by the captain or pilot of the vehicle.
The vehicle gains a +10-foot item bonus to its Speed. If lack of wind prevents the vehicle from moving, it can still move at a Speed of 10 feet.
Main Item: Wind-catcherLOTGB, page 89.
Rune 19
Price 35,000 gp
Usage etched onto armor
Category Rune
This rune is a swirling glyph on the front of the armor. A large pair of transparent, ephemeral wings floats out from the back of the armor.
Once activated, the wings remain tangible indefinitely. You can Dismiss the activation if you choose, and you don't have to wait an hour to activate the rune again.
Main Item: WingedAdvanced Player’s Guide, page 265.