Items: H (Part 2 of 4)

60 items, from Heckling Tools to High-Grade Noqual Buckler.

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Part: 1 2 3 4

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

Heckling Tools

Item 3

rare cursed enchantment intelligent magical 

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.

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Heedless Spurs

Item 15

rare abjuration magical 

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.

Activate [>] Interact; Frequency once per 10 minutes; Requirements You are riding a mount; Effect You kick both spurs into your mount's flank. Your mount takes 2d6 persistent bleed damage and gains the quickened condition for 1 minute or until the persistent bleed damage ends, whichever comes first. It can use the extra action only to Stride.

Extinction Curse #5: Lord of the Black Sands, page 76.

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Hell Staff

Item 17

uncommon conjuration evil magical staff 

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.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
  • Cantrip divine lance (evil or lawful only)
  • 1st protection, summon lesser servitor
  • 2nd summon lesser servitor, undetectable alignment
  • 3rd chilling darkness, summon lesser servitor
  • 4th divine wrath (evil or lawful only), summon lesser servitor
  • 5th flame strike, summon fiend
  • 6th devil form , summon fiend
  • 7th divine decree (evil or lawful only), summon fiend

Craft Requirements You're lawful evil. Supply one casting of all listed levels of all listed spells.

Treasure Vault, page 132.

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Hellfire Boots

Item 13

evocation fire invested magical 

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.

Activate [>>] Interact; Frequency once per minute; Effect Stride. Each square you move through during your Stride is scorched with hellish flames, becoming hazardous terrain for 1 minute. A creature that moves through one of these spaces takes 3d6 fire damage.

Advanced Player’s Guide, page 261.

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Helm of Underwater Action

Item 9+

invested magical transmutation 

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.

Activate [>>>] command, envision, Interact; Frequency once per day; Effect You can breathe underwater for 8 hours.

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.

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Helm of Underwater Action

Item 9

invested magical transmutation 

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.

Activate [>>>] command, envision, Interact; Frequency once per day; Effect You can breathe underwater for 8 hours.

During this time, you have a swim Speed equal to your land Speed.

Main Item: Helm of Underwater Action

Treasure Vault, page 152.

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Hemlock

Item 17

alchemical consumable ingested poison 

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.

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Herd Mask

Item 6

uncommon conjuration invested magical teleportation 

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.

Activate [>>] envision; Frequency once per day; Effect You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate Perception check against the lower of your or the other wearer's Deception DCs to Impersonate each other. On a failure, they don't realize the swap occurred.

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.

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Herd Mask

Item 6

uncommon conjuration invested magical teleportation 

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.

Activate [>] envision; Frequency once per day; Effect You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate Perception check against the lower of your or the other wearer's Deception DCs to Impersonate each other. On a failure, they don't realize the swap occurred.

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.

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Hex Blaster

Item 11

unique curse emotion enchantment fear magical mental occult 

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.

Activate [>] command; Frequency once per day; Effect You afflict a creature you can see with a hex of impending doom. The hex lasts for 1 minute. As long as the creature is hexed, when you hit it with a round from the hex blaster, the creature must attempt a DC 28 Will save at the end of your turn; the creature attempts a single Will save regardless of the number of times you hit it.Critical Success The creature is unaffected.Success The creature is frightened 1. It also takes 1d6 persistent mental damage.Failure The creature is frightened 2. It also takes 2d6 persistent mental damage.Critical Failure The creature is frightened 2 and slowed 1 for 1 minute. It also takes 4d6 persistent mental damage and is cursed with a hex of impending doom. If the target falls unconscious from damage dealt by this Strike or the persistent mental damage, it remains unconscious for 1 day or until this curse is removed. After 1 day, if the creature is still unconscious, it must succeed at a DC 28 Fortitude save or die; this effect has the death and incapacitation traits.

OoA3, page 73.

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Hexing Jar

Item 11

enchantment focused invested magical 

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.

Activate [F] envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a witch hex spell.

If not used by the end of your turn, this Focus Point is lost.

Activate [R] envision; Frequency once per hour; Trigger You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast; Effect The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages you until the start of your next turn, granting you and your familiar a +1 status bonus to AC and saving throws and a +2 status bonus against mental effects.

Craft Requirements You are a witch.

Treasure Vault, page 148.

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Hide

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.

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Hide Shield

Item

deflecting bludgeoning 

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.

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High-Fashion Fine Clothing

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: Clothing

Core Rulebook, page 288.

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High-Grade Abysium Armor

Item 19

rare 

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 Armor

LOTGB, page 96.

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High-Grade Abysium Buckler

Item 16

rare 

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 Shield

LOTGB, page 96.

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High-Grade Abysium Object

Material 16

rare precious 

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.

Abysium Items
Hardness
HP
BT
Thin Items
Standard-grade
6
24
12
High-grade
10
40
20
Items
Standard-grade
10
40
20
High-grade
13
52
26
Structures
Standard-grade
20
80
40
High-grade
26
104
52
Main Item: Abysium

LOTGB, page 96.

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High-Grade Abysium Shield

Item 16

rare 

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 Shield

LOTGB, page 96.

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High-Grade Abysium Weapon

Item 18

rare 

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 Weapon

LOTGB, page 97.

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High-Grade Adamantine Armor

Item 19

uncommon 

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 Armor

Core Rulebook, page 555.

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High-Grade Adamantine Buckler

Item 16

uncommon 

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 Shield

Core Rulebook, page 586.

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High-Grade Adamantine Object

Material 16

uncommon precious 

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.

Adamantine Items
Hardness
HP
BT
Thin Items
Standard-grade
10
40
20
High-grade
13
52
26
Items
Standard-grade
14
56
28
High-grade
17
68
34
Structures
Standard-grade
28
112
56
High-grade
34
136
68
Main Item: Adamantine

Core Rulebook, page 578.

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High-Grade Adamantine Shield

Item 16

uncommon 

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 Shield

Core Rulebook, page 586.

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High-Grade Adamantine Weapon

Item 17

uncommon 

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 Weapon

Core Rulebook, page 599.

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High-Grade Cold Iron Armor

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 Armor

Core Rulebook, page 555.

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High-Grade Cold Iron Buckler

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 Shield

Core Rulebook, page 586.

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High-Grade Cold Iron Object

Material 15

precious 

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.

Cold Iron Items
Hardness
HP
BT
Thin Items
Low-grade
5
20
10
Standard-grade
7
28
14
High-grade
10
40
20
Items
Low-grade
9
36
18
Standard-grade
11
44
22
High-grade
14
56
28
Structures
Low-grade
18
72
36
Standard-grade
22
88
44
High-grade
28
112
56
Main Item: Cold Iron

Core Rulebook, page 578.

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High-Grade Cold Iron Shield

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 Shield

Core Rulebook, page 586.

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High-Grade Cold Iron Weapon

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 Weapon

Core Rulebook, page 599.

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High-Grade Darkwood Armor

Item 19

uncommon 

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 Armor

Core Rulebook, page 555.

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High-Grade Darkwood Buckler

Item 16

uncommon 

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 Shield

Core Rulebook, page 586.

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High-Grade Darkwood Object

Material 16

uncommon precious 

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.

Darkwood Items
Hardness
HP
BT
Thin Items
Standard-grade
5
20
10
High-grade
8
32
16
Items
Standard-grade
7
28
14
High-grade
10
40
20
Structures
Standard-grade
14
56
28
High-grade
20
80
40
Main Item: Darkwood

Core Rulebook, page 578.

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High-Grade Darkwood Shield

Item 16

uncommon 

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 Shield

Core Rulebook, page 586.

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High-Grade Darkwood Tower Shield

Item 16

uncommon 

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 Shield

Core Rulebook, page 586.

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High-Grade Darkwood Weapon

Item 17

uncommon 

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 Weapon

Core Rulebook, page 599.

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High-Grade Djezet Alloy Object

Material 16

rare precious 

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).

Djezet Alloy Items
Hardness
HP
BT
Thin Items
Standard-grade
5
20
10
High-grade
8
32
16
Items
Standard-grade
9
36
18
High-grade
12
48
24
Structures
Standard-grade
18
72
36
High-grade
24
96
48
Main Item: Djezet

LOTGB, page 97.

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High-Grade Djezet Armor

Item 19

rare 

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 Armor

LOTGB, page 98.

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High-Grade Djezet Buckler

Item 16

rare 

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 Shield

LOTGB, page 98.

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High-Grade Djezet Shield

Item 16

rare 

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 Shield

LOTGB, page 98.

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High-Grade Djezet Weapon

Item 18

rare 

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 Weapon

LOTGB, page 98.

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High-Grade Dragonhide Armor

Item 19

uncommon 

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 Armor

Core Rulebook, page 555.

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High-Grade Dragonhide Buckler

Item 16

uncommon 

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 Shield

Core Rulebook, page 586.

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High-Grade Dragonhide Object

Material 16

uncommon precious 

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).

Dragon Type
Resistance
Black or copper
Acid
Blue or bronze
Electricity
Brass, gold, or red
Fire
Green
Poison
Silver or white
Cold
Dragonhide Items
Hardness
HP
BT
Thin Items
Standard-grade
4
16
8
High-grade
8
32
16
Items
Standard-grade
7
28
14
High-grade
11
44
22
Main Item: Dragonhide

Core Rulebook, page 579.

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High-Grade Dragonhide Shield

Item 16

uncommon 

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 Shield

Core Rulebook, page 586.

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High-Grade Elven Chain

Item 20

uncommon 

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 Chain

Core Rulebook, page 555.

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High-Grade Greiken Pelt Armor

Item 19

rare 

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 Armor

LOMM, page 35.

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High-Grade Greiken Pelt Object

Material 18

rare precious 

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).

Greiken Pelt Items
Thin Items
Hardness
HP
BT
Standard-grade
6
24
12
High-grade
8
32
16
Items
Hardness
HP
BT
Standard-grade
9
36
18
High-grade
11
44
22
Main Item: Greiken Pelt

LOMM, page 35.

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High-Grade Inubrix Armor

Item 18

rare 

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 Armor

LOTGB, page 98.

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High-Grade Inubrix Buckler

Item 15

rare 

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 Shield

LOTGB, page 99.

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High-Grade Inubrix Object

Material 16

rare precious 

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.

Inubrix Items
Hardness
HP
BT
Thin Items
Standard-grade
4
16
8
High-grade
7
28
14
Items
Standard-grade
8
32
16
High-grade
11
44
22
Structures
Standard-grade
17
68
34
High-grade
23
92
46
Main Item: Inubrix

LOTGB, page 98.

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High-Grade Inubrix Shield

Item 15

rare 

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 Shield

LOTGB, page 99.

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High-Grade Inubrix Weapon

Item 17

rare 

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 Weapon

LOTGB, page 99.

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High-Grade Mithral Armor

Item 19

uncommon 

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 Armor

Core Rulebook, page 556.

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High-Grade Mithral Buckler

Item 16

uncommon 

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 Shield

Core Rulebook, page 586.

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High-Grade Mithral Object

Material 16

uncommon precious 

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.

Mithral Items
Hardness
HP
BT
Thin Items
Standard-grade
5
20
10
High-grade
8
32
16
Items
Standard-grade
9
36
18
High-grade
12
48
24
Structures
Standard-grade
18
72
36
High-grade
24
96
48
Main Item: Mithral

Core Rulebook, page 579.

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High-Grade Mithral Shield

Item 16

uncommon 

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 Shield

Core Rulebook, page 586.

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High-Grade Mithral Waffle Iron

Item 16

uncommon 

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 Iron

LOTGB, page 93.

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High-Grade Mithral Weapon

Item 17

uncommon 

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 Weapon

Core Rulebook, page 599.

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High-Grade Noqual Armor

Item 19

rare 

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 Armor

LOTGB, page 100.

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High-Grade Noqual Buckler

Item 17

rare 

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 Shield

LOTGB, page 100.

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