60 items, from Heckling Tools to High-Grade Noqual Buckler.
Heckling Tools · Heedless Spurs · Hell Staff · Hellfire Boots · Helm of Underwater Action · Helm of Underwater Action · Hemlock · Herd Mask · Herd Mask · Hex Blaster · Hexing Jar · Hide · Hide Shield · High-Fashion Fine Clothing · High-Grade Abysium Armor · High-Grade Abysium Buckler · High-Grade Abysium Object · High-Grade Abysium Shield · High-Grade Abysium Weapon · High-Grade Adamantine Armor · High-Grade Adamantine Buckler · High-Grade Adamantine Object · High-Grade Adamantine Shield · High-Grade Adamantine Weapon · High-Grade Cold Iron Armor · High-Grade Cold Iron Buckler · High-Grade Cold Iron Object · High-Grade Cold Iron Shield · High-Grade Cold Iron Weapon · High-Grade Darkwood Armor · High-Grade Darkwood Buckler · High-Grade Darkwood Object · High-Grade Darkwood Shield · High-Grade Darkwood Tower Shield · High-Grade Darkwood Weapon · High-Grade Djezet Alloy Object · High-Grade Djezet Armor · High-Grade Djezet Buckler · High-Grade Djezet Shield · High-Grade Djezet Weapon · High-Grade Dragonhide Armor · High-Grade Dragonhide Buckler · High-Grade Dragonhide Object · High-Grade Dragonhide Shield · High-Grade Elven Chain · High-Grade Greiken Pelt Armor · High-Grade Greiken Pelt Object · High-Grade Inubrix Armor · High-Grade Inubrix Buckler · High-Grade Inubrix Object · High-Grade Inubrix Shield · High-Grade Inubrix Weapon · High-Grade Mithral Armor · High-Grade Mithral Buckler · High-Grade Mithral Object · High-Grade Mithral Shield · High-Grade Mithral Waffle Iron · High-Grade Mithral Weapon · High-Grade Noqual Armor · High-Grade Noqual Buckler
Item 3
Usage held in 2 hands; Bulk as tools of the normal type
Category Held
Perception +9; precise vision 30 feet, imprecise hearing 30 feet
Communication telepathy (two common languages)
Skills Intimidation +9, one skill associated with their use +9
Int +2, Wis +2, Cha +2
Will +7
Tools that are severely misused or left in malevolent circumstances can develop malicious sapience, dedicated to critiquing those who use them. Such heckling tools are often born from implements useful to adventurers because such people are the likely to misuse tools or leave them in a corrupting situation. When you first set to using the tools, they fuse to you. Used for their intended purpose, the tools telepathically badger and disparage you, mocking your abilities and giving you ill-founded advice. You must succeed at a DC 19 Will save to realize this badgering comes from the tools and not your own negative thoughts. Instead of the tool's usual bonus, you take a –2 circumstance penalty to checks made using heckling tools. Once you realize the tools are cursed, you can suppress their negative effects, gaining their typical bonus for 24 hours if you succeed at a DC 17 Deception or Diplomacy check to placate them, often by offering obsequious, public admiration.
Treasure Vault, page 192.
Item 15
Price 5,200 gp
Usage worn anklets; Bulk L
Category Worn Item
These wicked-looking spiked metal wheels fit around the ankles and jingle when the wearer walks, imposing a –1 item penalty on Stealth checks. If used as a weapon, they are treated as a spiked gauntlet.
Item 17
Price 13,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
A hell staff is a tall, pointed staff forged of red-tinted steel with Infernal inscriptions that march neatly down its sides. At its top sits an inverted ruby pyramid divided into nine sections.
Found mostly in Grezukhi or other lands where diabolic influences hold sway, when used as a weapon the staff is a +3 greater striking axiomatic unholy staff. When you prepare this staff, if you're chaotic or good, you become drained 1 until your next daily preparations.
The staff's summon lesser servitor spell can be used only to summon animals with the fiend trait, devils, or hell hounds (at 4th level). Its summon fiend spell can summon only devils or hell hounds.
Craft Requirements You're lawful evil. Supply one casting of all listed levels of all listed spells.
Treasure Vault, page 132.
Item 13
Price 3,000 gp
Usage worn; Bulk 1
Category Worn Item
These heavy boots are made of blackened metal and always feel warm to the touch, with streams of glowing embers cascading off their heels. While wearing hellfire boots, you gain resistance 10 to fire damage.
Advanced Player’s Guide, page 261.
Item 9+
Usage worn headwear; Bulk L
Category Worn Item
A helm of underwater action is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and speak clearly underwater. You also have a +1 item bonus to Athletics checks to Swim.
During this time, you have a swim Speed equal to your land Speed.
Type helm of underwater action; Level 9; Price 660 gp
Type greater helm of underwater action; Level 13; Price 2,700 gp
The helm grants a +2 item bonus. Its activation lasts until your next daily preparations.
Treasure Vault, page 152.
Item 9
Price 660 gp
Usage worn headwear; Bulk L
Category Worn Item
A helm of underwater action is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and speak clearly underwater. You also have a +1 item bonus to Athletics checks to Swim.
During this time, you have a swim Speed equal to your land Speed.
Treasure Vault, page 152.
Item 17
Price 2,250 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
Concentrated hemlock is a particularly deadly toxin that halts muscle action—including that of the victim's heart.
Saving Throw DC 40 Fortitude; Onset 30 minutes; Maximum Duration 60 minutes; Stage 1 17d6 poison damage and enfeebled 2 (10 minutes); Stage 2 21d6 poison damage and enfeebled 3 (10 minutes); Stage 3 26d6 poison damage and enfeebled 4 (10 minutes)
Core Rulebook, page 552.
Item 6
Price 210 gp
Usage worn mask
Category Worn Item
All herd masks are linked to at least one other herd mask and are usually sold in sets of multiple masks. Linked herd masks look similar to one another, with only the slightest of differences to tell them apart.
Craft Requirements Supply a casting of dimension door. You can link a herd mask you create to another herd mask in your possession when you finish crafting it, which causes it to be linked to the chosen mask as well as all other herd masks that are also linked to the chosen mask.
Strength of Thousands #1: Kindled Magic, page 73.
Item 6
Price 210 gp
Usage worn mask; Bulk —
Category Worn Item
All herd masks are linked to at least one other herd mask and are usually sold in sets of multiple masks. Linked herd masks look like one another, with only the slightest of differences to tell them apart.
Craft Requirements Supply a casting of dimension door. You can link a herd mask you create to another herd mask in your possession when you finish crafting it, which causes it to be linked to the chosen mask as well as all other herd masks that are also linked to the chosen mask.
Treasure Vault, page 154.
Item 11
Price 1,400 gp
Usage held in 2 hands; Bulk 2
Category Curse
This +2 striking fearsome arquebus (Advanced Players Guide 260, Guns & Gears 152) is composed of warped and twisted wood engraved with eerie runes. When the weapon fires, the blast sometimes sounds like the cackling of a diabolical witch.
OoA3, page 73.
Item 11
Price 1,200 gp
Usage worn; Bulk —
Category Worn Item
Dangling from a simple cord, a hexing jar houses rich soil. When a witch who has invested the jar wears it overnight, a miniature thing grows from the soil. Your patron chooses the form, commonly including glowing mushrooms, venus flytraps, mandragora roots, or undead hands reaching up. The thing whispers secrets it learned from your patron, giving you a +2 item bonus to your patron skill.
If not used by the end of your turn, this Focus Point is lost.
Craft Requirements You are a witch.
Treasure Vault, page 148.
Item
Price 2 gp
Bulk 2
AC Bonus +3; Dex Cap +2
Strength 14; Check Penalty –2; Speed Penalty –5 ft.
Category Medium Armor; Group Leather
A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility.
Core Rulebook, page 275.
Item
Price 2 gp
Bulk 1
AC Bonus +2; Hardness 4; HP 20; BT 10
Category Shield; Group Shield
Hide shields come in a variety of shapes and sizes. Specialized tanning techniques combined with tough hides from creatures such as owlbears result in these particularly tough shields. The hardened hide of the shield still has enough flexibility to diminish the impact of battering and pummeling attacks.
Treasure Vault, page 21.
Item 3
Price 55 gp
Bulk L
Category Adventuring Gear
You gain a +1 item bonus to checks to Make an Impression on upper-class folk while wearing high-fashion fine clothing.
Main Item: ClothingCore Rulebook, page 288.
Item 19
Price 40,000 gp + 4,000 gp per Bulk
Usage worn armor; Bulk varies by armor
Category Material
Typically only creatures immune to abysium's effects would don abysium armor. You're sickened 2 while wearing standard-grade armor made from abysium, or sickened 3 while wearing high-grade armor made from abysium. You can't reduce your sickened condition while wearing abysium armor, or for 1 hour after removing it. Abysium armor is dangerous to nearby creatures, too. Creatures within 10 feet of abysium armor must succeed at a Fortitude save (DC 30 for standard grade or DC 40 for high grade) or become sickened 1 (sickened 2 on a critical failure). Afterwards, the creature is temporarily immune for 1 minute, but if they remain within the area for longer than 1 minute, they automatically critically fail the next save.
Craft Requirements The initial raw materials must include at least 20,000 gp of abysium + 2,000 gp per Bulk.
Main Item: Abysium ArmorLOTGB, page 96.
Item 16
Price 8,000 gp
Usage varies by shield; Bulk L
AC Bonus +1; Hardness 7; HP 28; BT 14
Speed Penalty —
Category Material
These glowing shields are crafted to ensure that the abysium used is safely contained within a durable outer shell. If the shield breaks, however, the toxic metal becomes exposed. When you use the Shield Block reaction against an adjacent creature's melee Strike, if the shield breaks, the creature is exposed to the abysium and is sickened 1 for a standard-grade shield or sickened 2 for a high-grade shield.
Craft Requirements abysium worth at least 4,000 gp
Main Item: Abysium ShieldLOTGB, page 96.
Material 16
Price 7,500 gp per Bulk
Category Material
A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is sickened 1 for a standard-grade object of light Bulk, sickened 2 for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or sickened 3 for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are poison effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius.
LOTGB, page 96.
Item 16
Price 8,800 gp
Usage varies by shield; Bulk 1
AC Bonus +2; Hardness 10; HP 40; BT 20
Speed Penalty —
Category Material
These glowing shields are crafted to ensure that the abysium used is safely contained within a durable outer shell. If the shield breaks, however, the toxic metal becomes exposed. When you use the Shield Block reaction against an adjacent creature's melee Strike, if the shield breaks, the creature is exposed to the abysium and is sickened 1 for a standard-grade shield or sickened 2 for a high-grade shield.
Craft Requirements abysium worth at least 4,400 gp
Main Item: Abysium ShieldLOTGB, page 96.
Item 18
Price 24,000 gp + 2,400 gp per Bulk
Usage varies by weapon; Bulk varies by weapon
Category Material
Abysium weapons are safe to carry, as the toxic metal is contained within an outer shell. However, the inherent toxicity in these blue-green weapons can irradiate open wounds and poison foes. Abysium weapons have one fewer property rune slot, but they deal 1d4 poison damage on a successful Strike, and on a critical hit, the target is sickened 1, or sickened 2 with high-grade abysium.
Craft Requirements at least 12,000 gp of abysium + 1,200 gp per Bulk.
Main Item: Abysium WeaponLOTGB, page 97.
Item 19
Price 32,000 gp + 3,200 gp per Bulk
Usage worn armor; Bulk varies by armor
Category Material
Adamantine armor has a shiny, black appearance and is amazingly durable.
Craft Requirements The initial raw materials must include adamantine worth at least 16,000 gp + 1,600 gp per Bulk.
Main Item: Adamantine ArmorCore Rulebook, page 555.
Item 16
Usage varies by shield; Bulk L
AC Bonus +1; Hardness 11; HP 44; BT 22
Category Material
Adamantine shields are particularly sturdy, and when used for a shield bash, they are adamantine weapons.
Craft Requirements adamantine worth at least 4,000 gp
Main Item: Adamantine ShieldCore Rulebook, page 586.
Material 16
Price 6,000 gp per Bulk
Category Material
Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge.
Core Rulebook, page 578.
Item 16
Price 8,800 gp
Usage varies by shield; Bulk 1
AC Bonus +2; Hardness 13; HP 52; BT 26
Category Material
Adamantine shields are particularly sturdy, and when used for a shield bash, they are adamantine weapons.
Craft Requirements adamantine worth at least 4,400 gp
Main Item: Adamantine ShieldCore Rulebook, page 586.
Item 17
Price 13,500 gp + 1,350 gp per Bulk
Usage varies by weapon; Bulk varies by weapon
Category Material
Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much Hardness as usual, unless the object's Hardness is greater than that of the adamantine weapon.
Craft Requirements at least 6,750 gp of adamantine + 675 gp per Bulk.
Main Item: Adamantine WeaponCore Rulebook, page 599.
Item 18
Price 20,000 gp + 2,000 gp per Bulk
Usage worn armor; Bulk varies by armor
Category Material
Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an unarmed attack against a creature in cold iron armor becomes sickened 1. A creature with weakness to cold iron is sickened 1 as long as it wears cold iron armor.
Craft Requirements The initial raw materials must include cold iron worth at least 10,000 gp + 1,000 gp per Bulk.
Main Item: Cold Iron ArmorCore Rulebook, page 555.
Item 15
Price 5,000 gp
Usage varies by shield; Bulk L
Category Material
Cold iron shields don't typically have an additional effect, though when used for a shield bash, they are cold iron weapons.
Craft Requirements cold iron worth at least 2,500 gp The shield has Hardness 8, HP 32, and BT 16.
Main Item: Cold Iron ShieldCore Rulebook, page 586.
Material 15
Price 4,500 gp per Bulk
Category Material
Weapons made from cold iron are deadly to demons and fey alike.
Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items.
Core Rulebook, page 578.
Item 15
Price 5,500 gp
Usage varies by shield; Bulk 1
Category Material
Cold iron shields don't typically have an additional effect, though when used for a shield bash, they are cold iron weapons.
Craft Requirements cold iron worth at least 2,750 gp The shield has Hardness 10, HP 40, and BT 20.
Main Item: Cold Iron ShieldCore Rulebook, page 586.
Item 16
Price 9,000 gp
Usage varies by weapon; Bulk varies by weapon
Category Material
Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey.
Craft Requirements at least 4,500 gp of cold iron + 450 gp per Bulk.
Main Item: Cold Iron WeaponCore Rulebook, page 599.
Item 19
Price 32,000 gp + 3,200 gp per Bulk
Usage worn armor; Bulk varies by armor
Category Material
Darkwood armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It's easier to wear than normal wood armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet. (There are no types of wood armor in this book.)
Craft Requirements The initial raw materials must include darkwood worth at least 16,000 gp + 1,600 gp per Bulk.
Main Item: Darkwood ArmorCore Rulebook, page 555.
Item 16
Price 8,000 gp
Usage varies by shield; Bulk L
AC Bonus +1; Hardness 6; HP 24; BT 12
Speed Penalty —
Category Material
Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk).
Craft Requirements darkwood worth at least 4,000 gp
Main Item: Darkwood ShieldCore Rulebook, page 586.
Material 16
Price 6,000 gp per Bulk
Category Material
Darkwood is a very lightweight wood found primarily in oldgrowth forests in south-central Khaigraik; it is dark as ebony but has a slight purple tint. A darkwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item's normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item.
Core Rulebook, page 578.
Item 16
Price 8,800 gp
Usage varies by shield; Bulk L
AC Bonus +2; Hardness 8; HP 32; BT 16
Speed Penalty —
Category Material
Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk).
Craft Requirements darkwood worth at least 4,400 gp
Main Item: Darkwood ShieldCore Rulebook, page 586.
Item 16
Price 11,200 gp
Usage varies by shield; Bulk 3
AC Bonus +2/+4; Hardness 8; HP 32; BT 16
Speed Penalty –5 ft.
Category Material
Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk).
Craft Requirements darkwood worth at least 5,600 gp
Main Item: Darkwood ShieldCore Rulebook, page 586.
Item 17
Price 13,500 gp + 1,350 gp per Bulk
Usage varies by weapon; Bulk varies by weapon
Category Material
Darkwood weapons are as dark as ebony, with a slight purple tint. A darkwood weapon's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk).
Craft Requirements at least 6,750 gp of darkwood + 675 gp per Bulk.
Main Item: Darkwood WeaponCore Rulebook, page 599.
Material 16
Price 7,000 gp per Bulk
Category Material
This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name "quickiron" in some places.
Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it "tiger iron." When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses (page 98).
LOTGB, page 97.
Item 19
Price 35,000 gp + 3,500 gp per Bulk
Usage worn armor; Bulk varies by armor
Category Material
Armor made of djezet alloy is easy to enchant. Transferring runes onto djezet armor from other armor waives the usual 1/10 cost to etch the rune. This benefit has no effect on the cost of the rune itself or on the cost to transfer a rune off djezet armor onto a non-djezet armor. High-grade djezet armor can be etched with an additional property rune (to a maximum of four instead of three for +3 armor).
Craft Requirements The initial raw materials must include at least 17,500 gp of djezet + 1,750 gp per Bulk.
Main Item: Djezet ArmorLOTGB, page 98.
Item 16
Price 8,000 gp
Usage varies by shield; Bulk L
Category Material
The burnished red faces of djezet-alloy shields attract effects made of pure magic. While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger.
When taking energy damage from a spell, the shield's listed Hardness doubles.
Craft Requirements djezet worth at least 4,000 gp The shield has Hardness 6, HP 24, and BT 12.
Main Item: Djezet ShieldLOTGB, page 98.
Item 16
Price 8,800 gp
Usage varies by shield; Bulk 1
Category Material
The burnished red faces of djezet-alloy shields attract effects made of pure magic. While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger.
When taking energy damage from a spell, the shield's listed Hardness doubles.
Craft Requirements djezet worth at least 4,400 gp The shield has Hardness 8, HP 32, and BT 16.
Main Item: Djezet ShieldLOTGB, page 98.
Item 18
Price 22,000 gp
Usage varies by weapon; Bulk varies by weapon
Category Material
The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target to lose one prepared spell or one spontaneous spell slot unless the target succeeds at a Will save (DC 30 for standard-grade or DC 40 for high-grade). The spell is randomly selected from among the caster's highest three spell levels (and then from among the spells prepared in that level, for a prepared spellcaster).
Craft Requirements at least 11,000 gp of djezet + 1,100 gp per Bulk.
Main Item: Djezet WeaponLOTGB, page 98.
Item 19
Price 32,000 gp + 3,200 gp per Bulk
Usage worn armor; Bulk varies by armor
Category Material
Dragonhide armor is immune to one damage type based on the type of dragon it is made from (as listed in the table on page 579). Wearing armor made from dragonhide also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal the corresponding damage type.
Craft Requirements The initial raw materials must include dragonhide worth at least 16,000 gp + 1,600 gp per Bulk.
Main Item: Dragonhide ArmorCore Rulebook, page 555.
Item 16
Price 8,000 gp
Usage varies by shield; Bulk L
Category Shield; Group Shield
Dragonhide shields are each immune to one damage type based on the type of dragon (see Dragonhide on page 579).
Craft Requirements dragonhide worth at least 4,000 gp The shield has Hardness 5, HP 20, and BT 10.
Main Item: Dragonhide ShieldCore Rulebook, page 586.
Material 16
Price 6,000 gp per Bulk
Category Material
The hide and scales of a dragon can be used to Craft any item normally made of ordinary leather or hide. Dragonhide varies in color from blue to glittering gold, depending on the dragon it came from. Due to the scales' resiliency, it can also be used to Craft armor usually made out of metal plates (such as a breastplate, half plate, and full plate), allowing such armor to be made without metal. Dragonhide objects are immune to one damage type, depending on the type of dragon (see the table below).
Core Rulebook, page 579.
Item 16
Price 8,800 gp
Usage varies by shield; Bulk 1
Category Shield; Group Shield
Dragonhide shields are each immune to one damage type based on the type of dragon (see Dragonhide on page 579).
Craft Requirements dragonhide worth at least 4,400 gp The shield has Hardness 7, HP 28, and BT 14.
Main Item: Dragonhide ShieldCore Rulebook, page 586.
Item 20
Price 52,000 gp
Usage worn armor; Bulk L
Category Armor
Elven chain is a chain shirt made of mithral that glitters in even the faintest light. It has no check penalty.
Created by elven artisans employing ancient crafting techniques, elven chain is exceptionally quiet. Unlike other chain shirts—even other mithral chain shirts—elven chain does not have the noisy trait. This suit of armor can be etched with runes like any other mithral chain shirt.
Craft Requirements The initial raw materials must include mithral worth at least 26,000 gp.
Main Item: Elven ChainCore Rulebook, page 555.
Item 19
Price 33,000 gp + 3,300 gp per Bulk
Usage worn armor; Bulk varies by armor
Category Armor
Greiken pelt armor is immune to fire damage, and its Hardness is doubled against piercing or slashing damage. Wearing armor made from greiken pelt also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal fire damage.
Craft Requirements The initial raw materials must include greiken pelt worth at least 16,500 gp + 1,650 gp per Bulk.
Main Item: Greiken Pelt ArmorLOMM, page 35.
Material 18
Price 12,000 gp per Bulk
Category Material
This supernaturally tough animal skin is gold and shines in sunlight. It can be used to make any item usually made of cloth, leather, or hide. This material is immune to fire, and its Hardness is doubled against piercing or slashing damage. Up to 4 Bulk of greiken pelt can be harvested from a single creature (this is usually more than enough for 4 suits of standard grade armor or 2 suit of high-grade armor).
LOMM, page 35.
Item 18
Price 18,000 gp + 1,800 gp per Bulk
Usage worn armor; Bulk varies by armor
Category Material
Inubrix's malleable nature means armor crafted from it is less rigid than usual, though this slightly increased mobility comes at the cost of protection. Metal armor crafted from inubrix gains the flexible armor trait; its item bonus to AC decreases by 1 but its maximum Dexterity bonus increases by 1.
Craft Requirements The initial raw materials must include at least 9,000 gp of inubrix + 900 gp per Bulk.
Main Item: Inubrix ArmorLOTGB, page 98.
Item 15
Price 5,000 gp
Usage varies by shield; Bulk L
Category Material
Inubrix is much softer than steel, and it's atypical for it to be used to make shields. An item made by an unskilled smith will dent from a single blow and prove worthless on the battlefield. However, its yielding surface can entrap metal weapons. You can use an inubrix shield (or shield boss or shield spikes on an inubrix shield) to Disarm a metal item with the Athletics skill even if you don't have a free hand; doing so uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm a metal item using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
Craft Requirements inubrix worth at least 2,500 gp The shield has Hardness 5, HP 20, and BT 10.
Main Item: Inubrix ShieldLOTGB, page 99.
Material 16
Price 6,500 gp per Bulk
Category Material
This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor.
LOTGB, page 98.
Item 15
Price 5,500 gp
Usage varies by shield; Bulk 1
Category Material
Inubrix is much softer than steel, and it's atypical for it to be used to make shields. An item made by an unskilled smith will dent from a single blow and prove worthless on the battlefield. However, its yielding surface can entrap metal weapons. You can use an inubrix shield (or shield boss or shield spikes on an inubrix shield) to Disarm a metal item with the Athletics skill even if you don't have a free hand; doing so uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm a metal item using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
Craft Requirements inubrix worth at least 2,750 gp The shield has Hardness 7, HP 28, and BT 14.
Main Item: Inubrix ShieldLOTGB, page 99.
Item 17
Price 13,500 gp + 1,350 gp per Bulk
Usage varies by weapon; Bulk varies by weapon
Category Material
While inubrix weapons don't pack the same punch as more durable weapons, they have the unique ability to bypass some of the protections offered by metal armors and shields.
A weapon crafted from inubrix reduces the weapon's damage die by 1 size. However, they ignore the resistance to damage from metal armor's armor specialization effects and the circumstance bonus to AC from metal shields.
Strikes with inubrix weapons don't trigger the Shield Block reaction from a metal shield. Weapons that normally deal 1d4 damage can't be crafted from inubrix.
Craft Requirements at least 6,750 gp of inubrix + 675 gp per Bulk.
Main Item: Inubrix WeaponLOTGB, page 99.
Item 19
Price 32,000 gp + 3,200 gp per Bulk
Usage worn armor; Bulk varies by armor
Category Material
Mithral armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It's easier to wear than normal metal armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet.
Craft Requirements The initial raw materials must include mithral worth at least 16,000 gp + 1,600 gp per Bulk.
Main Item: Mithral ArmorCore Rulebook, page 556.
Item 16
Price 8,000 gp
Usage varies by shield; Bulk L
Category Shield; Group Shield
Mithral shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). When used for a shield bash, they are treated as silver weapons.
The shield has Hardness 6, HP 24, and BT 12.
Craft Requirements mithral worth at least 4,000 gp
Main Item: Mithral ShieldCore Rulebook, page 586.
Material 16
Price 6,000 gp per Bulk
Category Material
Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item.
Core Rulebook, page 579.
Item 16
Price 8,800 gp
Usage varies by shield
AC Bonus undefined; Hardness 8; HP 32; BT 16
Category Shield; Group Shield
Mithral shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). When used for a shield bash, they are treated as silver weapons.
The shield has Hardness 8, HP 32, and BT 16.
Craft Requirements Craft Bulk 1; Requirements at least 4,400 gp of mithral
Main Item: Mithral ShieldCore Rulebook, page 586.
Item 16
Price 6,005 gp
Bulk 1
Category Adventuring Gear
This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook.
Truly fit for emperors and demigods, this waffle iron is made of high-grade mithral. Although most metallurgists are certain that the much more affordable standard-grade mithral waffle iron maintains mithral's full non-stick properties, the super elite insist that only waffles made from high-grade mithral waffle irons conform to the most perfect shape and texture.
Nadian has one high-grade mithral waffle iron for sale emblazoned with an archaic symbol associated with Veistaland from before she became a deity, supposedly used to make Veistaland herself waffles during her mortal life. As it's made of mithral, this is an uncommon item.
Main Item: Waffle IronLOTGB, page 93.
Item 17
Price 13,500 gp
Usage varies by weapon; Bulk varies by weapon
Category Material
Mithral weapons are slightly lighter than silver. A mithral weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk).
Craft Requirements at least 6,750 gp of mithral + 675 gp per Bulk.
Main Item: Mithral WeaponCore Rulebook, page 599.
Item 19
Price 32,000 gp + 3,200 gp per Bulk
Usage worn armor; Bulk varies by armor
Category Material
The mere sight of a suit of noqual armor is enough to make some opposing spellcasters withdraw from the battlefield.
While wearing noqual armor, you gain a +1 circumstance bonus to AC against spell attack rolls. If you Cast a Spell while wearing noqual armor, you must succeed at a DC 5 flat check or the spell fails.
Craft Requirements The initial raw materials must include at least 16,000 gp of noqual + 1,600 gp per Bulk.
Main Item: Noqual ArmorLOTGB, page 100.
Item 17
Price 14,000 gp
Usage varies by shield; Bulk L
Category Shield; Group Shield
Noqual shields are notoriously difficult to make, requiring high-grade materials, but they're especially effective against magic. When you have a noqual shield Raised, you gain its circumstance bonus to saving throws against spells that target you (as well as AC). Additionally, while the shield is Raised, when an opponent casting a spell that targets you critically fails a spell attack roll against your AC, you can reflect the spell back toward them as a reaction. Attempt a ranged attack roll against the triggering creature using your highest proficiency with a ranged weapon. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success).
Craft Requirements noqual worth at least 7,000 gp The shield has Hardness 7, HP 28, and BT 14.
Main Item: Noqual ShieldLOTGB, page 100.