Items: G (Part 1 of 10)

60 items, from Gada to Glimmering Missive.

#ABCDEFGHIJKLMNOPQRSTUVWXYZ

Part: 1 2 3 4 5 6 7 8 9 10

Gada · Gadget Skates · Gaff · Gaffe Glasses · Gakgung · Gallows Tooth · Galvanic Chew · Galvanic Mortal Coil · Galvasphere · Gambler's Staff · Gamepiece Chariot · Games · Garrote Bolt · Garrote Shot · Gauntlet · Gauntlet Bow · Gauntlet Buckler · Gearbinder Oil · Gearblade · Gecko Pads · Gecko Pads · Gecko Potion · Gelid Shard · Genealogy Mask · Genius Diadem · Gerbil · Gethatrux Beads · Ghast Stiletto · Ghost Ammunition · Ghost Ampoule · Ghost Charge · Ghost Courier Fulu · Ghost Delivery Fulu · Ghost Dust · Ghost Ink · Ghost Lantern · Ghost Oil · Ghost Touch · Ghostbane Fulu · Ghostcaller's Planchette · Ghostly Portal Paint · Ghostshot Wrapping · Ghoul Hide · Gi · Giant Centipede Venom · Giant Scorpion Venom · Giant Wasp Venom · Giatevrin's Hearthstone · Giatustaem's Cordial · Gift of the Poisoned Heart · Gill Hook · Ginger Chew · Glaive · Glaive Of The Artist · Glamered · Glamorous Buckler · Glass Cutter · Glasses Of Sociability · Gliding · Glimmering Missive

Gada

Item

backswing two-hand d12 vanara 

Price 1 gp

Bulk 2

Damage 1d8 bludgeoning

Hands 2

Category Advanced Melee Weapon; Group Club

A large spherical head with a spike on top sits mounted to a long shaft.

LOIL, page 221.

Open in the interactive list

Gadget Skates

Item 5

uncommon clockwork consumable gadget 

Price 21 gp

Usage worn (attached to footwear or feet); Bulk L

Activate [>] Interact

Category Consumable

Gadget skates are metal devices that come in pairs and strap onto existing footwear (or a creature's feet)

When you Activate gadget skates, clockwork gears reveal small wheels that propel you along the ground, moving you up to twice your Speed. During this movement, you must succeed at a DC 20 Acrobatics check to turn up to 90 degrees, and you can't turn more than once or more than 90 degrees. During the activation and after the activation is complete, you can't Stride, Step, or otherwise move on the ground until the end of your next turn. However, you can use this movement instead of a Stride to perform a High Jump or Long Jump just after the activation ends, in the direction of your last movement using the gadget skates.

You can Sustain the Activation of your gadget skates for up to 1 minute. Starting on the turn after you Activate the gadget skates, the first time you Sustain the Activation each turn, you gain the effects of the activation again: you move up to twice your Speed in the same direction as your last movement with the gadget skates, and the restrictions continue to apply until you choose to cease Sustaining the Activation or you reach the maximum duration. Once the effect ends, the skates fall away and you can move normally.

Guns & Gears, page 70.

Open in the interactive list

Gaff

Item

trip versatile 

Price 1 gp

Bulk 1

Damage 1d6 bludgeoning

Hands 1

Category Martial Melee Weapon; Group Club

These hooked staffs are popular among Briakiand fishers and warriors alike. A gaff sized for a Medium creature is a common martial weapon in the club group. It deals 1d6 bludgeoning damage and has 1 Bulk. It requires one hand to use and has the trip and versatile P weapon traits. Gaffs are readily available in Briakiand and nearby settlements for 1 gp.

Bestiary 2, page 125. Reprinted in LOME.

Open in the interactive list

Gaffe Glasses

Item 3

rare cursed divination invested magical 

Usage worn eyepiece; Bulk L

Category Worn Item

These wire-rim glasses appear to be glasses of sociability (Secrets of Magic 185), making you think they grant a +1 item bonus to Diplomacy when they grant none. The GM secretly adjusts your Diplomacy checks to ignore the bonus, and if you have multiple +1 item bonuses to Diplomacy, the glasses take precedence, negating those bonuses.

Activate [>] envision; Effect Like glasses of sociability, with the same limitations, you stare at another creature. If you've met and exchanged names, you expect to instantly remember the target's name. However, you recall the worst possible incorrect name, such as mistaking a famous artist for their hated rival. This blunder doesn't prevent you from realizing the creature's real name after you've been corrected. Once you use this activation, the glasses fuse to you.

Treasure Vault, page 191.

Open in the interactive list

Gakgung

Item

deadly d8 monk propulsive 

Price 6 gp

Bulk L

Damage 1d6 piercing

Ammunition Arrow; Range 100 ft.; Reload 0

Hands 1+

Category Martial Ranged Weapon; Group Bow

A gakgung is a type of composite reflex bow that combines speed and power in equal amounts for effective precision shooting.

Treasure Vault, page 30.

Open in the interactive list

Gallows Tooth

Item 8

consumable divination magical talisman 

Price 100 gp

Usage affixed to a weapon; Bulk —

Activate [F] Interact; Trigger You attack an adjacent creature and haven't rolled your attack roll; Requirements You're a master in Intimidation.

Category Talisman

This grisly molar hangs from a cord threaded through a tiny hole just above its dried, exposed root. When you activate this talisman, the creature you're attacking becomes flat-footed until the end of the current turn.

Core Rulebook, page 567.

Open in the interactive list

Galvanic Chew

Item 8

alchemical consumable lozenge 

Price 75 gp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

A galvanic chew is a processed ball of dried electric eel, roasted until chewy and coated in spicy, reagent-infused powder that tingles with electricity as you chew. For up to 1 hour, you have resistance 5 to electricity.

Secondary Effect [R] (electricity) Trigger You're hit by a melee attack or touched by a creature; Effect You channel electricity into the triggering creature, which must succeed at a DC 24 Fortitude save or be stunned 1 (or stunned 2 on a critical failure). The chew becomes inert. You're then temporarily immune to galvanic chews for 24 hours or until the next time you make your daily preparations.

Treasure Vault, page 48.

Open in the interactive list

Galvanic Mortal Coil

Item 10

rare magical necromancy 

Price 970 gp

Usage held in 1 hand; Bulk L

Category Held

This porous steel coil wraps around a shard of onyx, supplementing the closely guarded science of galvaspheres with the magic of necromancy. When embedded in a body comprised of flesh, the blood and other fluids catalyze electrical pulses within the coil, activating the necromantic energies. In living creatures, this causes a dangerous surge that can damage the heart. In corpses, however, this can create a limited window of reanimation, with access to the corpse's final memories. Galvanic mortal coils are even rarer than other galvaspheres, and thought by most to be merely hypothetical.

Activate [>>] Interact; Frequency once per hour; Effect You drive the coil into a living creature that has 0 HP while attaching the other end to yourself, in order to damage their heart and possibly siphon their life force. The galvanic mortal coil casts death knell on the creature (DC 27).
Activate (10 minutes) (Interact); Frequency once per day; Effect You implant the coil into a corpse. The coil casts talking corpse on the body.

Guns & Gears, page 82.

Open in the interactive list

Galvasphere

Item 4

rare consumable gadget 

Price 20 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact

Category Consumable

A galvasphere animates a corpse to motion via electricity, rather than necromancy. When you Activate the galvasphere by inserting it into an adjacent intact Medium or Small humanoid corpse, the corpse animates as a galvaheart zombie for 1 minute. The galvaheart zombie has the statistics of a zombie shambler except that it is a construct instead of an undead, isn't evil, can't be harmed by positive energy, and is the same size as the corpse (Medium or Small). The zombie is your minion and performs the actions you choose when you Command it. If you don't Command it, it takes no action, twitching in place as the electricity that animates it slowly expends itself.

Guns & Gears, page 82.

Open in the interactive list

Gambler's Staff

Item 12

uncommon divination magical staff 

Price 2,000 gp

Usage held in 1 hand; Bulk 1

Category Staff

A small glass orb on the head of a gambler's staff holds a pair of six-sided dice that shift and roll within. Spellcasters who make their living via games of chance use gamblers' staves to encourage the odds in their favor. Most gambling dens ban players they discover using such magic items. A gambler's staff grants you a +2 circumstance bonus to checks to Earn Income from gambling (typically using Games Lore). To get this benefit, the staff must be on your person during all the downtime you spend gambling.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
  • Cantrip wash your luck
  • 1st nudge the odds
  • 2nd lucky number
  • 3rd shift blame
  • 4th read omens, winning streak
  • 5th nudge the odds

Craft Requirements Supply one casting of all listed levels of all listed spells.

Treasure Vault, page 132.

Open in the interactive list

Gamepiece Chariot

Item 11

rare conjuration magical 

Price 1,200 gp

Usage held in one hand; Bulk —

Category Held

This stone figurine of a chariot pulled by two horses was used by Louthail adults during strategy game competitions. Sometimes, though, mischievous adolescents snatched pieces like this one for joyriding.

Activate [>>] Interact; Frequency once per day; Effect You place the figurine on the ground and roll it forward. As the chariot begins to move, it rapidly expands to the size of a Large heavy chariot pulled by two animated stone war horses. You can board the chariot and drive it up to 80 feet in a straight line. You can move through spaces occupied by creatures of size Medium or smaller, dealing 4d8+10 bludgeoning damage to those creatures. Affected creatures must attempt a DC 28 basic Reflex save; on a failure, a creature is knocked prone. The chariot returns to its figurine form once it stops moving.

LOMM, page 65.

Open in the interactive list

Games

Item 0+

Usage held in 2 hands; Bulk L

Category Held

A nigh-infinite assortment of games exist in Falavririak. Simple games, including dice, a deck of cards, or dominoes, cost 5 sp. Board games vary in cost from 1 gp for dexterity games like Bungle, 3 gp for colorful children's games like Cauldron Quest, and 5 gp for complex strategy games like Kingmaker and Noulotak Raiders. Lavish game sets can cost much more than these prices, as they are made of expensive components and are intricately crafted works of art unto themselves.

Type loaded dice; Level 1; Price 5 gp

These dice are weighted on one side to ensure they always land with the desired number facing up. Loaded dice grant you a +1 item bonus to Games Lore checks to gamble with the dice. You can determine a die is loaded while handling it with a successful secret DC 20 Perception check. Determining dice are loaded without handling the dice is more difficult, especially since smart cheaters switch loaded dice in and out so they don't suspiciously roll the same number over and over. In this case, an observer must succeed at a secret Perception check against the roller's Games Lore or Thievery DC to notice the switches or the patterns.

LOTGB, page 58.

Open in the interactive list

Garrote Bolt

Item 15

uncommon consumable magical transmutation 

Price 1,200 gp

Ammunition bolt

Activate [>] Interact

Category Consumable

The shaft of this silver bolt is engraved with wiry designs.

When a garrote bolt hits a target, it transforms into a silver garrote and wraps around one of the target's appendages, dealing an additional 2d12 persistent slashing damage. On a critical hit, it wraps around the target's throat, and the target can't breathe until the persistent damage ends.

AoE5, page 77.

Open in the interactive list

Garrote Shot

Item 15

consumable magical transmutation 

Price 1,200 gp

Ammunition any

Activate [>] command

Category Consumable

Wiry designs mark the silvery coating on a garrote shot. When the activated ammunition hits a target, it transforms into a silvery garrote that wraps around one of the target's appendages, dealing 2d12 persistent slashing damage. On a critical hit, it wraps around the target's throat if it has one, and the target can't breathe until the persistent damage ends. If the persistent damage kills the target, the garrote severs the appendage it's wrapped around.

Treasure Vault, page 81.

Open in the interactive list

Gauntlet

Item

agile free-hand 

Price 2 sp

Bulk L

Damage 1d4 bludgeoning

Hands 1

Category Simple Melee Weapon; Group Brawling

A pair of these metal gloves comes with full plate, half plate, and splint armor; they can also be purchased separately and worn with other types of armor. They not only protect your hands but also transform your hands into lethal weapons.

Core Rulebook, page 280.

Open in the interactive list

Gauntlet Bow

Item

capacity 4 free-hand parry 

Price 9 gp

Bulk 1

Damage 1d4 piercing

Ammunition Bolt; Range 60 ft.; Reload 1

Hands 1

Category Martial Ranged Weapon; Group Bow

The gauntlet bow is a heavy metal glove with a built-in crossbow and rotating chamber mechanism for easy reloading. A gauntlet bow can be used to make melee attacks like a standard gauntlet. You can't reload a gauntlet bow with the hand wielding it.

Treasure Vault, page 30.

Open in the interactive list

Gauntlet Buckler

Item

foldaway 

Price 5 gp

Bulk 1

AC Bonus +1; Hardness 3; HP 6; BT 3

Category Shield; Group Shield

This buckler-sized shield is segmented, allowing it to collapse into a housing bound to a gauntlet for easy storage. A small catch enables you to expand the shield quickly in battle when you're in need of defense.

Treasure Vault, page 21.

Open in the interactive list

Gearbinder Oil

Item 6+

alchemical consumable incapacitation 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works.

The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, manipulate, or move trait, it must attempt a Fortitude save against a DC determined by the oil's type. A mechanism that's slowed 2 or more by gearbinder oil also can't use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue.

Critical Success The oil becomes inert, and the effect ends.Success The target reduces its slowed condition by 1. If the slowed condition's value is 0, the effect ends.Failure The target increases its slowed condition by 1, to a maximum of slowed 3.Critical Failure The target increases its slowed condition by 2, to a maximum of slowed 3.

Type lesser; Level 6; Price 45 gp

The DC for saves is 20.

Type moderate; Level 12; Price 390 gp

The DC for saves is 29.

Type greater; Level 18; Price 4,500 gp

The DC for saves is 38.

Treasure Vault, page 54.

Open in the interactive list

Gearblade

Item 17

rare clockwork invested magical 

Price 13,000 gp

Usage held in 1 or 2 hands; Bulk 2

Category Held

Shaped like a blade made from spinning gears, this +2 greater striking weapon can catch enemy weapons and grind up foes. In order to function, the gearblade must be wound for 10 minutes once every 24 hours. During this process, you can reconfigure the weapon to transform into a bastard sword, greatsword, longsword, or shortsword. It then gains all the features of the chosen weapon except that its Bulk is always 2 and it gains the disarm weapon trait and the versatile B weapon trait (which replaces any other versatile trait the weapon might have). If you don't wind the gearblade, it becomes inert and has the statistics of a greatclub.

Activate [R] envision; Frequency once per day; Requirements You've wound the gearblade for 10 minutes within the last 24 hours; Effect The target's weapon is pulled through the gearblade's gears and shoots out the other side, landing 20 feet away in a direction of your choice. The target must attempt a DC 36 Reflex save. On a failure, the limb holding their weapon is also pulled into the gearblade, and the creature takes 3d12 bludgeoning damage. On a critical failure, they take 6d12 bludgeoning damage and the limb becomes unusable until healed by a regenerate spell or a similar effect.

AoE5, page 79.

Open in the interactive list

Gecko Pads

Item 5+

uncommon clockwork consumable gadget 

Usage worn (attached to handwear or hands); Bulk L

Activate [>>] Interact

Category Consumable

Gecko pads are thin, clockwork devices shaped like palms, which can be strapped onto existing handwear or a creature's hands. When activated, they whir to life and improve your grip on surfaces, while slowly releasing a sticky substance stored within the device's surface to help you climb. The pads give you a climb Speed equal to your Speed as long as your hands are free.

Type gecko pads; Level 5; Price 25 gp

The climb Speed lasts for 10 minutes.

Type greater gecko pads; Level 9; Price 125 gp

The climb Speed lasts for 1 hour.

Guns & Gears, page 70.

Open in the interactive list

Gecko Pads

Item 5

uncommon clockwork consumable gadget 

Price 25 gp

Usage worn (attached to handwear or hands); Bulk L

Activate [>>] Interact

Category Consumable

Gecko pads are thin, clockwork devices shaped like palms, which can be strapped onto existing handwear or a creature's hands. When activated, they whir to life and improve your grip on surfaces, while slowly releasing a sticky substance stored within the device's surface to help you climb. The pads give you a climb Speed equal to your Speed as long as your hands are free.

The climb Speed lasts for 10 minutes.

Main Item: Gecko Pads

Guns & Gears, page 70.

Open in the interactive list

Gecko Potion

Item 1

consumable magical potion transmutation 

Price 3 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

A gecko potion is a sticky, tawny brown liquid with flecks of sand suspended in it. For 5 minutes after drinking this potion, your fingertips sprout thousands of microscopic, bristled hairs that cling to objects, granting you a +1 item bonus to Climb and Palm an Object, and to your Reflex DC against Disarm attempts.

Advanced Player’s Guide, page 257.

Open in the interactive list

Gelid Shard

Item 2

rare arcane artifact cold invested 

Category Artifact

This crystal shard shimmers with its own light even as it seems to draw the heat out of its surroundings. Plunging it into your heart grants you the tranquil lethality of deepest winter, but the more you draw upon its power, the colder your heart grows. Your frozen heart dulls your emotions. When you gain a bonus from an emotion effect, that bonus is reduced by 1, to a minimum of 0. At 10th level, the bonus is reduced by 2. Your dulled emotions make it hard to relate to others; the DC of checks to Make an Impression or Request a favor of other creatures, or to Aid in such attempts, is increased by +2. You gain resistance to cold equal to your level and a +2 status bonus to all saves against emotion effects.

Destruction The gelid shard must be left exposed in the Plane of Fire for a week and a day, then smashed with an adamantine hammer by someone who felt true love for the shard's creator.

Treasure Vault, page 184.

Open in the interactive list

Genealogy Mask

Item 1

uncommon divination invested 

Access Teistaim ethnicity

Price 10 gp

Usage Worn; Bulk L

Category Worn Item

These large masks are forged of precious metals or carved of wood and tasked with guarding the history of a family. Most Teistaim are granted a genealogy mask when they come of age, which they bequeath to their next of kin upon death. When a member of the family recounted in the genealogy mask performs a particularly significant event while wearing the mask, its eyes and ears animate, allowing the item to witness and record the deeds for posterity. Different families have different standards for their genealogy masks—some may value accuracy and objective, clinical facts, while others may relish embellishing their stories to the very brink of believability in the name of a good story.

Activate [>] command; Frequency once per day; Effect You ask the mask about the deeds of a particular ancestor, and the mask speaks for 10 minutes, recalling the tales it knows about that ancestor. The mask is limited by what information a particular ancestor shared with it.

Craft Requirements Supply a casting of ancestral memories or mindlink. You must be an Teistaim elf.

LOME, page 34.

Open in the interactive list

Genius Diadem

Item 18

rare n apex arcane divination intelligent 

Usage worn circlet; Bulk L

Category Apex

Perception +22; precise vision 30 feet, imprecise hearing 30 feet

Communication speech (Common, Draconic, and eight other common languages)

Skills Arcana +34, seven Lore skills +28, Occultism +28, Society +28

Int +8, Wis +0, Cha +4

Will +24

The genius diadem is a diadem of intellect that typically acts like an arrogant professor or mentor, often boasting that it is a certified greater intellect and far superior to your own intelligence, even after the benefits the diadem grants you. The genius diadem encourages you to learn things for yourself rather than actually attempting to Recall Knowledge for you, though you or your allies might be able to play on its arrogance using Deception to trick it into doing so. In addition to allowing you to activate it, the diadem can use the diadem of intellect's hypercognition activation with its own actions, though if it does so, the diadem gains the benefits instead of you. Only the diadem can use the following activation.

Activate [>>] command, Interact; Frequency once per hour; Effect The genius diadem casts 7th-level feeblemind.

Gamemastery Guide, page 89.

Open in the interactive list

Gerbil

Item 0

Price 1 sp

Category Pet

No entries found.

LOTG, page 103.

Open in the interactive list

Gethatrux Beads

Item 11

rare divine healing intelligent necromancy positive 

Usage held in 1 hand; Bulk —

Category Held

Perception +20; precise vision 30 feet, imprecise hearing 30 feet

Communication speech (Celestial, Common, and two other common languages)

Skills Diplomacy +21, Medicine +22, Religion +19, Bedrud Lore +23

Int +2, Wis +5, Cha +4

Will +20

Prayer beads given prolonged exposure to spiritual energies at sacred Moriabaer sites can attain sapience as Gethatrux beads. Other such objects hold the spirits of Moriabaer priests who dedicated themselves to their work beyond death. Gethatrux beads function as greater holy prayer beads. They don't re-attune to other deities but allow any good or neutral divine spellcaster to use them, though they attempt to talk their wielder out of morally questionable acts. Add positive luminance to the beads' spell list, available to be cast once per day. Gethatrux beads also have the following activation.

Activate Cast a Spell; Effect The beads cast 4th-level light.

Treasure Vault, page 194.

Open in the interactive list

Ghast Stiletto

Item 3

magical necromancy 

Price 60 gp

Usage held in 1 hand; Bulk L

Category Held

A ghast stiletto is a +1 dagger wrapped in the still-undead skin of a ghast. While you wield the dagger, you gain a +1 status bonus to all saves against paralysis.

Activate [>] command, Interact (divine, necromancy, olfactory); Frequency once per hour; Effect The ghast stiletto afflicts the next living target struck by the dagger with a terrible wound that emits the foul stench of the grave. For the next minute, the target creature, as well as any creatures within a 10-foot emanation, must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). While within the emanation, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition.

A creature that succeeds at its save is temporarily immune for 1 minute.

Craft Requirements The initial raw materials must include skin from a ghast.

Treasure Vault, page 36.

Open in the interactive list

Ghost Ammunition

Item 14

magical transmutation 

Price 900 gp

Ammunition any

Category Ammunition

Ghost ammunition is cool to the touch. This ammunition has the benefits of the ghost touch property rune and can fly through any obstacle except those that can block incorporeal creatures or effects. Though the ammunition penetrates barriers and ignores all cover, the target still benefits from the flat check from being concealed or hidden. You still can't target an undetected creature without guessing.

After it is launched, the ammunition vanishes into mist.

However, in the dead of the night 1d4 days later, it reappears in the last quiver or other container it was taken from.

Core Rulebook, page 559.

Open in the interactive list

Ghost Ampoule

Item 4

alchemical auditory consumable divine emotion enchantment expandable fear mental 

Price 20 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact

Category Consumable

A daub of ectoplasm twitches within this glass container, faintly glowing with ghostly light. When opened it forms the echo of a departed spirit, which looks like a Medium ghost. You can throw the ampoule up to 30 feet when you Activate it.

The ghost utters a final lament, forcing each living creature in a 15-foot emanation except you to attempt a DC 18 Will save.

On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure).

Craft Requirements Supply ectoplasmic residue from a destroyed ghost.

Treasure Vault, page 56.

Open in the interactive list

Ghost Charge

Item 1+

alchemical bomb consumable positive splash 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed positive damage and splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls.

Type lesser; Level 1; Price 3 gp

The bomb deals 1d8 positive damage and 1 positive splash damage, and the target is enfeebled 1 until the start of your next turn.

Type moderate; Level 3; Price 10 gp

You gain a +1 item bonus to attack rolls. The bomb deals 2d8 positive damage and 2 positive splash damage, and the target is enfeebled 1 until the start of your next turn.

Type greater; Level 11; Price 250 gp

You gain a +2 item bonus to attack rolls. The bomb deals 3d8 positive damage and 3 positive splash damage, and the target is enfeebled 2 until the start of your next turn.

Type major; Level 17; Price 2,500 gp

The bomb deals 4d8 positive damage and 4 positive splash damage, and the target is enfeebled 2 until the start of your next turn.

Advanced Player’s Guide, page 253.

Open in the interactive list

Ghost Courier Fulu

Item 8

conjuration consumable fulu magical 

Price 100 gp

Usage held in 2 hands; Bulk —

Activate [>>] command, Interact

Category Consumable

The inscription on a ghost courier fulu leaves space for a message, and a prominent red stamp indicates which ghost delivery fulu this fulu homes in on (see below). When you Activate this fulu you dictate a message up to 25 words long that then magically appears on the paper in the language you spoke. The fulu then disappears into the Ethereal Plane, arriving at the assigned ghost delivery fulu in 2d10 hours, provided that fulu is within 500 miles. There, the fulu's magic dissipates, but the message remains. If the fulu takes any damage in transit, it has a 50% chance to drop back into the Material Plane, intact but bereft of magic.

Treasure Vault, page 77.

Open in the interactive list

Ghost Delivery Fulu

Item 8

consumable divination fulu magical 

Price 100 gp

Usage affixed to structure, object, or creature; Bulk —

Duration 1 week

Category Consumable

A ghost delivery fulu's inscription resembles a dovecote with spirits around it, and it has a prominent stamp in red wax.

This fulu activates once affixed, becoming the homing location of ghost courier fulus with a matching stamp. Delivered ghost courier fulu messages (see above) stick to the ghost delivery fulu but can be easily removed.

Treasure Vault, page 77.

Open in the interactive list

Ghost Dust

Item 16

consumable illusion occult talisman 

Price 1,800 gp

Usage affixed to armor; Bulk —

Activate [F] envision; Trigger You use an action with the move trait; Requirements You are legendary in Stealth.

Category Talisman

This small vial is filled with a grayish-green dust rendered from dried ectoplasm. When you activate the dust, it casts a 4th-level invisibility spell on you. This comes into effect before you move during the triggering action.

Core Rulebook, page 567.

Open in the interactive list

Ghost Ink

Item 1

alchemical consumable 

Price 3 gp

Usage held in 1 hand; Bulk L

Category Consumable

This pale-blue ink dries rapidly, becoming fully transparent 1 minute after application. The ink glows red when exposed to heat, such as that from a torch or other open flame. This glow lasts only as long as the ink is exposed to heat, after which the ink becomes invisible again. The crafter of the ghost ink can alter the formula slightly to instead make the ink sensitive to sunlight, starlight, magical light, or heatless light created by an alchemical effect such as a sunrod.

While the text isn't glowing, a creature closely examining a surface marked with ghost ink can detect the presence of the ink with a successful DC 25 Perception check. On a critical success, they can make out the ink well enough to use Society to Decipher Writing. One vial of ghost ink is sufficient to write a page worth of text.

Advanced Player’s Guide, page 255.

Open in the interactive list

Ghost Lantern

Item 12

light magical transmutation 

Price 1,850 gp

Usage held in 1 hand; Bulk L

Category Held

Crafted from cold iron, this black hooded lantern has gray glass and lenses that emit a pale gray light when the lantern is lit. Anything this light falls on looks gray or desaturated.

The lantern uses oil as a standard hooded lantern. The lantern's light shines within the Ethereal Plane as well as the Material Plane. On any other plane, the light functions as a normal hooded lantern.

Activate [>] envision; Frequency once per day; Requirements The lantern's shutters are open; Effect You concentrate on the lantern's light to soften the boundary between the Ethereal and Material Plane. Any creature in the lantern's bright light on the Material Plane gains the effects of the ghost touch property rune on all its weapons and unarmed attacks. If an affected weapon or attack is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain ghost touch.

This benefit lasts for 5 minutes or until the shutters are closed, whichever comes first. It applies to a creature only while it's in the lantern's bright light, and if the creature leaves the light and returns it regains the benefit once more.

Treasure Vault, page 115.

Open in the interactive list

Ghost Oil

Item 4

consumable magical oil transmutation 

Price 18 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Oil

The vials containing this translucent, unsubstantial oil are always cold to the touch. Applying ghost oil to a melee weapon you're wielding or carrying causes it to become semitransparent and gain the effects of a ghost touch rune, but it also makes the weapon unable to harm corporeal creatures. The oil has no effect when applied to another creature's weapon. The effect of the oil lasts for 1 minute.

LOKL, page 90.

Open in the interactive list

Ghost Touch

Rune 4

magical transmutation 

Price 75 gp

Usage etched onto a melee weapon

Category Rune

The weapon can harm creatures without physical form. A ghost touch weapon is particularly effective against incorporeal creatures, which almost always have a specific weakness to ghost touch weapons. Incorporeal creatures can touch, hold, and wield ghost touch weapons (unlike most physical objects).

Core Rulebook, page 584.

Open in the interactive list

Ghostbane Fulu

Item 6

consumable fulu magical necromancy talisman transmutation 

Price 40 gp

Usage affixed to a weapon

Activate [F] envision; Trigger You successfully Strike an incorporeal creature with the weapon to which the fulu is affixed, but you haven't rolled damage.

Category Consumable

This white paper fulu bears red ink and attunes a weapon to the spiritual essence of an incorporeal creature. Upon activation, the weapon gains the benefit of the ghost touch property rune against the triggering incorporeal creature for 1 minute.

Secrets of Magic, page 160.

Open in the interactive list

Ghostcaller's Planchette

Item 12+

magical necromancy spellheart 

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

This miniature wooden planchette is engraved with symbols designed to attract spirits. When affixed, the symbols begin to glow, and the planchette turns slightly insubstantial. The spell DC of any spell cast by activating this item is 29.

Activate Cast a Spell; Effect You cast chill touch.
Activate Cast a Spell; Frequency once per day; Effect You cast invoke spirits .

Type greater ghostcaller's planchette; Level 18; Price 21,000 gp

The resistance when affixed to armor is 10. When the planchette is affixed to a weapon, casting a necromancy spell by activating the planchette grants the weapon the effects of both the ghost touch and greater disrupting property runes. The spell DC is 38.

Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level invoke spirits.
Activate Cast a Spell; Frequency once per day; Effect You cast tempest of shades .

Treasure Vault, page 125.

Open in the interactive list

Ghostly Portal Paint

Item 9

uncommon consumable magical oil transmutation 

Price 120 gp

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Oil

Translucent and nearly weightless, this opalescent paint seems to resolve into occult symbols if stared at too long. When used to cover a 5-foot-wide, 10-foot-tall section of a wall, the paint turns that section of wall ghostly and incorporeal to a depth of 10 feet, allowing corporeal creatures and objects to pass through it. The portal persists for 10 minutes. When this effect wears off, anything remaining within the portal is shunted to the nearest exit.

Force effects, other incorporeal objects and creatures, and ghost touch weapons can't cross through the wall, as is normal for incorporeality. An incorporeal creature that's inside the wall when the paint is used is shunted to the nearest exit.

Secrets of Magic, page 173.

Open in the interactive list

Ghostshot Wrapping

Item 11

consumable illusion magical talisman 

Price 300 gp

Usage affixed to a ranged weapon; Bulk –

Activate [F] envision; Trigger You attempt a ranged Strike with the affixed weapon while hidden or undetected.

Category Talisman

This long strip of linen is tightly wound around the barrel of the affixed firearm or the grip of a bow. When activated, the talisman's magic dampens the sound of the triggering shot, rendering it completely silent, and additionally skews the angle of the shot, so it appears to come from a different location and direction than your actual position. You don't become automatically observed to any creatures due to making the triggering Strike.

Guns & Gears, page 184.

Open in the interactive list

Ghoul Hide

Item 6

uncommon invested magical necromancy 

Price 220 gp

Usage worn armor; Bulk 2

Category Armor

Stitched together from pieces of ghoul skin, this suit of +1 hide armor grants you a +1 item bonus to saving throws against disease and paralysis and makes you immune to the paralysis of ghouls. Ghoul hide with a resilient rune increases the resilient rune's item bonus to saving throws against disease and paralysis by 1 (maximum +4)

Ghoul hide hisses with sibilant hatred at the touch of elves. When worn by a creature with the elf trait, the armor gains the noisy trait.

Core Rulebook, page 558.

Open in the interactive list

Gi

Item

comfort 

Price 2 sp

Bulk L

AC Bonus +0; Dex Cap +5

Strength —; Check Penalty —; Speed Penalty —

Category Unarmored Armor; Group Cloth

Also called martial arts suits or practice clothes, gi are outfits of tough cloth built for comfort and unrestricted movement—ideal for practicing martial arts. They have reinforced stitching resistant to strenuous use.

Treasure Vault, page 9.

Open in the interactive list

Giant Centipede Venom

Item 1

alchemical consumable injury poison 

Price 4 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

Giant centipede venom causes severe muscle stiffness.

Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round); Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)

Core Rulebook, page 551.

Open in the interactive list

Giant Scorpion Venom

Item 6

alchemical consumable injury poison 

Price 40 gp

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Poison

Scorpion venom is excruciating and its effects are somewhat debilitating.

Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and enfeebled 1 (1 round); Stage 2 2d10 poison damage and enfeebled 1 (1 round); Stage 3 2d10 poison damage and enfeebled 2 (1 round)

Core Rulebook, page 551.

Open in the interactive list

Giant Wasp Venom

Item 7

alchemical consumable injury poison 

Price 55 gp

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Poison

Giant wasp venom interferes with a victim's movement.

Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and clumsy 1 (1 round); Stage 2 3d6 poison damage and clumsy 2 (1 round); Stage 3 4d6 poison and clumsy 2 (1 round)

Core Rulebook, page 552.

Open in the interactive list

Giatevrin's Hearthstone

Item 25

unique arcane artifact enchantment 

Usage held in 1 hand; Bulk L

Category Artifact

This coin-sized gemstone can be used on its own but must be included in the construction of a hearth in order to fully activate its magic.

Activate 3 days Interact; Frequency four times per year; Requirements You have Legendary proficiency in Crafting; Effect You craft a magical weapon or armor of up to 20th level. You must attempt a Crafting check as usual to create the item, but you need supply only raw materials worth a quarter of the item's Price, and you need not pay the remaining portion of the item's Price or spend additional downtime days working on it. While Giatevrin's Hearthstone is active, the stars in the sky, including Falavririak's sun, appear to glow brighter within a 100-mile radius of the hearthstone.
Activate [>>>] command, (envision); Frequency once per month; Effect Giatevrin's Hearthstone draws in heat from the world itself, causing the ambient temperature within 100 miles to drop below 0°F.

Within 1 mile of the Hearthstone, the temperature drops to –200°F, rivaling the frigid cold of outer space and dealing 4d6 cold damage each round to every creature in the area. This effect lasts 1 minute, during which time the nearest moon (probably Falavririak's) appears an eerie blue color to any observers within 100 miles of the hearthstone. At the end of 1 minute, the hearthstone emits a blast of concentrated heat that deals 25d6 fire damage to creatures and objects within 150 feet.

Destruction Using Giatevrin's Hearthstone to craft a cursed item results in a failed creation and causes the gemstone to split into five equal-sized but magically impotent pieces. Over the course of a year, four of theses pieces crumble to dust, while the fifth expands to the size of the original artifact and bears its powers anew. To destroy Giatevrin's Hearthstone, each of the separated pieces must be plunged into one of the five stars that compose the cosmic constellation known as the Follower.

Extinction Curse #6: The Apocalypse Prophet, page 66.

Open in the interactive list

Giatustaem's Cordial

Item 7

consumable divination magical mental potion 

Price 65 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

The pale liquid of giatustaem's cordial changes color to reflect the mood of the creature nearest to it—turning blue for calm, red for anger, and green for envious, among other hues. For 1 hour after you drink this potion, you can sense the presence of general emotions, such as hostility toward you or the presence of an emotion effect impacting a creature's emotions, within 30 feet.

A creature that failed a saving throw against calm emotions can't be detected. This potion doesn't allow you to automatically tell what emotions a specific creature is experiencing, but you can attempt a Perception check with a +2 item bonus (DC set by the GM) to discern that information. The potion also grants you a +1 item bonus to Perception checks to Sense Motive against creatures whose emotions you can sense.

Treasure Vault, page 89.

Open in the interactive list

Gift of the Poisoned Heart

Item 16

rare consumable cursed evil magical necromancy 

Usage held in 1 hand; Bulk –

Activate 1 minute command, Interact

Category Consumable

Those who fail to see the curse view this object as a priceless gift, capable of restoring life to the deceased, but deep in the heart of this diamond lies a single flaw: a fissured occlusion of sickly, tainted red. To activate the diamond, place it on the relatively intact body of a creature that died within the past year. The stone shatters, restoring the recipient to life with the effects of a successful resurrect ritual, except there is no limit to the level of the creature that may be revived.

This gift of life comes with a terrible cost: the recipient believes you—and anyone else who aided in the resurrection—deliberately caused their death and revived them only in furtherance of some nefarious scheme. Having a proxy activate the gift of the poisoned heart is of no use, as the item's magic sniffs out all coconspirators and uses your attempt to avoid the drawback to feed the resurrected creature's paranoia.

No amount of information or persuasion can alleviate this mistrust, as the cursed creature twists the facts endlessly to fit their delusion. Only magic such as remove curse can neutralize this effect, and the subject resists any attempt to alter their beliefs by magic.

Dark Archive, page 160.

Open in the interactive list

Gill Hook

Item

uncommon azarketi grapple reach 

Price 2 gp

Bulk 2

Damage 1d10 piercing

Hands 2

Category Martial Melee Weapon; Group Spear

This spear has a specialized hook just before the tip that can catch on the gills of large fish. Azarketis primarily use this to hunt sharks, but it can also be used to hook flesh or armor. This weapon is common on the Isle of Dobem and within azarketi settlements.

Azarketi Ancestry Web Supplement, page 1.

Open in the interactive list

Ginger Chew

Item 5

alchemical consumable lozenge 

Price 28 gp

Usage held in 1 hand; Bulk —

Category Consumable

This chewy ginger candy aids digestion and soothes unsettled stomachs. A ginger chew lasts for 1 hour and grants you a +1 item bonus to Fortitude saves against being sickened.

Secondary Effect [>] Reduce your sickened value by 1, if any. The chew becomes inert.

Treasure Vault, page 49.

Open in the interactive list

Glaive

Item

deadly d8 forceful reach 

Price 1 gp

Bulk 2

Damage 1d8 slashing

Hands 2

Category Martial Melee Weapon; Group Polearm

This polearm consists of a long, single-edged blade on the end of a 7-foot pole. It is extremely effective at delivering lethal cuts at a distance.

Core Rulebook, page 280.

Open in the interactive list

Glaive Of The Artist

Item 14

uncommon enchantment magical 

Access follower of Baimoraimou

Price 4,000 gp

Usage held in 2 hands; Bulk 2

Category Held

This +2 holy greater striking glaive has a long, multi-tailed rainbow-colored banner affixed to the butt of the pole in the style of Baimoraimou's religious symbol. While wielding the glaive, you gain a +2 item bonus on Crafting and Performance checks.

Activate [>] Interact; Frequency once per round; Effect You furl one of the colored tails around the pole, causing the glaive to gain the effects of your choice of the corrosive, flaming, frost, shocking, or thundering property runes for 1 round, depending on the tail you chose.
Activate [>>] Interact; Frequency once per day; Effect You thrust the blade of the glaive into the ground, activating the power of the banner. (The blade can penetrate any non-metallic surface when used in this way, and does not leave a mark when withdrawn.) As long as the glaive is thrust into the ground and standing upright, all allies within 60 feet who can see the glaive's banner gain a +2 item bonus to Performance checks.

LOGM, page 122.

Open in the interactive list

Glamered

Rune 5

illusion magical 

Price 140 gp

Usage etched onto armor

Category Rune

This armor can be disguised with a mere thought.

Activate [>] envision; Effect You change the shape and appearance of this armor to appear as ordinary or fine clothes of your imagining. The armor's statistics do not change. Only a creature that is benefiting from true seeing or a similar effect can attempt to disbelieve this illusion, with a DC of 25.

Core Rulebook, page 583.

Open in the interactive list

Glamorous Buckler

Item 2

illusion magical 

Price 35 gp

Usage held in 1 hand; Bulk L

Category Held

A glamorous buckler (Hardness 3, HP 6, BT 3) is lavishly decorated with gilding and inset gemstones that glitter in the light. While you have it raised, the glamorous buckler grants you a +1 item bonus to Deception checks to Feint.

Activate [F] envision; Frequency once per day; Trigger You Feint; Requirements You have the glamorous buckler raised; Effect As you Feint, the glamorous buckler sparkles mightily. On a successful Feint, the target is dazzled for 1 round.

Advanced Player’s Guide, page 261.

Open in the interactive list

Glass Cutter

Item

uncommon 

Price 5 gp

Bulk L

Hands 2

Category Adventuring Gear

This small rod has a tiny, sharp cutting wheel made of steel on one end and a thick bulb on the other. You can use the glass cutter's wheel to score ordinary glass and use the bulb to break the piece along your scoring. It typically takes 1 minute of work to cut a hole large enough to fit your hand. If you are attempting to break the glass quietly, you must attempt a Thievery check against the Perception DC of nearby creatures to go unnoticed.

LOPSG, page 114.

Open in the interactive list

Glasses Of Sociability

Item 3

divination invested magical 

Price 60 gp

Usage worn eyepiece; Bulk L

Category Worn Item

These wire-rim glasses with large, circular lenses were invented for the sole purpose of avoiding awkward confrontations at social gatherings. They grant you a +1 item bonus to Diplomacy.

Activate [>] envision; Effect You stare at another creature and instantly remember their name if you've met and exchanged names. The glasses rely on your latent memories, so if the creature is disguising their identity, the glasses don't penetrate the disguise.

If a doppelganger was disguised as an innkeeper you met, the glasses would give you the innkeeper's name, and if a noble you met before was in disguise as a masked vigilante, the glasses wouldn't reveal their name.

Secrets of Magic, page 185.

Open in the interactive list

Gliding

Rune 8

magical transmutation 

Price 450 gp

Usage etched onto armor

Category Rune

The armor allows you to make a controlled descent.

Activate [>] command; Effect You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. Provided you spend at least 1 action gliding on your turn and haven't yet reached the ground, you remain in the air at the end of your turn. Otherwise, you fall.

Treasure Vault, page 12.

Open in the interactive list

Glimmering Missive

Item 4

consumable evocation light magical missive 

Price 20 gp

Usage held in 1 hand; Bulk —

Activate [>>] envision, Interact

Category Missive

A glimmering missive sparkles as you compose it. When activated, it explodes, disintegrating into a shower of multicolored motes in a 10‑foot burst from a corner of the missive's space. Creatures in the area are covered in sparkling dust that remains luminous for 1 hour. Visible creatures can't be concealed while covered by the luminous dust; any invisible creatures are concealed while covered in the luminous dust, rather than being undetected.

Treasure Vault, page 85.

Open in the interactive list

Part: 1 2 3 4 5 6 7 8 9 10

#ABCDEFGHIJKLMNOPQRSTUVWXYZ