60 items, from High-Grade Noqual Object to Hovering Potion.
High-Grade Noqual Object · High-Grade Noqual Shield · High-Grade Noqual Weapon · High-Grade Orichalcum Armor · High-Grade Orichalcum Buckler · High-Grade Orichalcum Object · High-Grade Orichalcum Shield · High-Grade Orichalcum Weapon · high-grade peachwood object · High-Grade Peachwood Weapon · High-Grade Siccatite Armor · High-Grade Siccatite Buckler · High-Grade Siccatite Object · High-Grade Siccatite Shield · High-Grade Siccatite Weapon · High-Grade Silver Armor · High-Grade Silver Buckler · High-Grade Silver Object · High-Grade Silver Shield · High-Grade Silver Weapon · High-Grade Sovereign Steel Armor · High-Grade Sovereign Steel Object · High-Grade Sovereign Steel Weapon · High-Grade Warpglass Object · High-Grade Warpglass Weapon · Hippogriff in a Jar · Hoax-Hunter's Kit · Hobbling Snare · Hollow Puzzle Box; Level 0+ · Hollowed Hilt · Holly and Mistletoe · Holly Bush Feather Token · Holy · Holy Avenger · Holy Prayer Beads · Holy Steam Ball · Holy Water · Holy Water · Homeward Swallow · Homeward Wayfinder · Homing Wind-Up Wings · Honeyscent · Hooded Lantern · Hook Sword · Hopeful · Horn of Black Powder · Horn of Blasting · Horn of Fog · Horn of the Aoyin · Horned Hand Rests · Horns Of Theitrouk · Horrid Figurine · Horse · Horsechopper · Horseshoes of Speed · Horseshoes of Speed · Hosteling Statuette · Hourglass · House Eagle · Hovering Potion
Material 16
Price 7,000 gp per Bulk
Category Material
Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Moraestiad-Kul, the Black Sovereign of Vroukria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell).
LOTGB, page 99.
Item 17
Price 15,400 gp
Usage varies by shield; Bulk 1
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 7,700 gp The shield has Hardness 10, HP 40, and BT 20.
Main Item: Noqual ShieldLOTGB, page 100.
Item 18
Price 24,000 gp + 2,400 gp per Bulk
Usage varies by weapon; Bulk varies by weapon
Category Material
Noqual weapons are inimical to summoned creatures and spell effects that can be damaged by conventional attacks.
Against such targets, a Strike with a noqual weapon gains a circumstance bonus to damage equal to twice the number of weapon damage dice. In addition, noqual weapons disrupt spellcasters' concentration, causing them to become stupefied 1 for 1 round on a critical hit.
Craft Requirements at least 12,000 gp of noqual + 1,200 gp per Bulk.
Main Item: Noqual WeaponLOTGB, page 100.
Item 20
Price 55,000 gp + 5,500 gp per Bulk
Usage worn armor; Bulk varies by armor
Category Material
Orichalcum armor can be etched with four magic property runes instead of three due to the magical empowerment of orichalcum. If you are wearing armor made of orichalcum, the armor grants you insights into the future, granting you a +1 circumstance bonus to initiative rolls.
Craft Requirements The initial raw materials must include orichalcum worth at least 27,500 gp + 2,750 gp per Bulk.
Main Item: Orichalcum ArmorCore Rulebook, page 556.
Item 17
Price 12,000 gp
Usage varies by shield; Bulk L
Category Shield; Group Shield
Orichalcum shields' time-bending properties are particularly useful for keeping them intact. The first time each day an orichalcum shield would be destroyed, it is instead left with 1 Hit Point and the broken condition.
Craft Requirements orichalcum worth at least 6,000 gp The shield has Hardness 14, HP 56, and BT 28.
Main Item: Orichalcum ShieldCore Rulebook, page 587.
Material 17
Price 10,000 gp per Bulk
Category Material
The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later.
Core Rulebook, page 579.
Item 17
Usage varies by shield
AC Bonus undefined; Hardness 16; HP 64; BT 32
Category Shield; Group Shield
Orichalcum shields' time-bending properties are particularly useful for keeping them intact. The first time each day an orichalcum shield would be destroyed, it is instead left with 1 Hit Point and the broken condition.
gp; Bulk 1; Craft Requirements orichalcum worth at least6,600 gp The shield has Hardness 16, HP 64, and BT 32.
Main Item: Orichalcum ShieldCore Rulebook, page 587.
Item 18
Price 22,500 gp + 2,250 gp per Bulk
Usage varies by weapon
Category Weapon
Orichalcum weapons can have four magic property runes instead of three.
Due to orichalcum's temporal properties, etching the speed weapon property rune onto an orichalcum weapon costs half the normal Price (though transferring the rune to a weapon made of another material requires you to first pay the remaining Price and then pay the cost to transfer).
Craft Requirements at least 11,250 gp of orichalcum + 1,125 gp per Bulk.
Main Item: Orichalcum WeaponCore Rulebook, page 599.
Material 16
Price 7,500 gp per Bulk
Category Material
Peachwood, often cultivated by Grobreiin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it.
Peachwood Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 6 24 12 Items Standard-grade 5 20 10 High-grade 8 32 16 Structures Standard-grade 12 48 24 High-grade 18 64 32
Main Item: PeachwoodBook of the Dead, page 20.
Item 18
Price 19,000 gp + 1,900 gp per Bulk
Usage varies by weapon; Bulk varies by weapon
Category Material
Peachwood weapons have a particularly auburn tinge to them when under direct sunlight.
Peachwood is treated as darkwood for any undead creatures' resistances or weaknesses related to darkwood (allowing a peachwood weapon to bypass a jiang-shi's resistance, for example). In addition, peachwood weapons bypass a small portion of the resistances of any undead creature. Strikes with a peachwood weapon treat an undead's resistances against physical damage as 2 lower for standardgrade peachwood, and 4 lower for high-grade.
Craft Requirements At least 9,500 gp of peachwood + 950 gp per Bulk
Main Item: Peachwood WeaponBook of the Dead, page 20.
Item 19
Price 32,000 gp + 3,200 gp per Bulk
Usage worn armor; Bulk varies by armor
Category Material
Siccatite armor must be fitted with protective undercoats for it to be safely donned, making it heavier than other types of armor; add 1 Bulk to the armor's typical weight.
When wearing cold siccatite armor, you're protected from severe and extreme environmental heat, and when wearing hot siccatite armor, you're protected from severe and extreme environmental cold. An opponent that has you grabbed or restrained with its body while you're wearing standard-grade siccatite armor takes 4 energy damage at the end of its turn (either fire or cold, for hot and cold siccatite armor respectively), or 6 damage for a high-grade siccatite armor.
Craft Requirements The initial raw materials must include at least 16,000 gp of siccatite + 1,600 gp per Bulk.
Main Item: Siccatite ArmorLOTGB, page 100.
Item 16
Price 8,000 gp
Usage varies by shield; Bulk 1
Category Shield; Group Shield
Siccatite shields radiate extreme temperatures that protect them from energy damage. A protective coating on the wielder's side of the shield protects them from siccatite's radiant heat or cold but makes the shields bulkier than average. Standard-grade siccatite shields have resistance 10 to the corresponding energy type: fire damage for a hot siccatite shield or cold damage for a cold siccatite shield, as it takes even more extreme temperatures to affect them. They also provide some resistance to opposing temperatures because of their own extreme temperature, which extends to you when you Raise the Shield. The shield has resistance 5 to the opposing damage type (cold damage for a hot siccatite shield or fire damage for a cold siccatite shield), and while you have a siccatite shield Raised, you gain that resistance to the opposing damage type as well.
For a high-grade siccatite shield, the resistances increase from 10 to 20 for damage of the corresponding type, and from 5 to 10 for damage of the opposing type.
Craft Requirements siccatite worth at least 4,000 gp The shield has Hardness 7, HP 28, BT 14. Resistance 20 to the corresponding damage type and 10 to the opposing type.
Main Item: Siccatite ShieldLOTGB, page 101.
Material 16
Price 6,000 gp per Bulk
Category Material
In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively).
LOTGB, page 100.
Item 16
Price 8,800 gp
Usage varies by shield; Bulk 2
Category Shield; Group Shield
Siccatite shields radiate extreme temperatures that protect them from energy damage. A protective coating on the wielder's side of the shield protects them from siccatite's radiant heat or cold but makes the shields bulkier than average. Standard-grade siccatite shields have resistance 10 to the corresponding energy type: fire damage for a hot siccatite shield or cold damage for a cold siccatite shield, as it takes even more extreme temperatures to affect them. They also provide some resistance to opposing temperatures because of their own extreme temperature, which extends to you when you Raise the Shield. The shield has resistance 5 to the opposing damage type (cold damage for a hot siccatite shield or fire damage for a cold siccatite shield), and while you have a siccatite shield Raised, you gain that resistance to the opposing damage type as well.
For a high-grade siccatite shield, the resistances increase from 10 to 20 for damage of the corresponding type, and from 5 to 10 for damage of the opposing type.
Craft Requirements siccatite worth at least 4,400 gp The shield has Hardness 10, HP 40, BT 20. Resistance 20 to the corresponding damage type and 10 to the opposing type.
Main Item: Siccatite ShieldLOTGB, page 101.
Item 17
Price 15,000 gp + 1,500 gp per Bulk
Usage varies by weapon; Bulk varies by weapon
Category Material
Crafting weapons from siccatite is often enough to drive smiths to despair, as the extreme temperature of the metal can cause it to shatter while being worked. Siccatite weapons have substantial grip wrappings to protect their wielders from the metal's extreme temperatures. They're constantly surrounded by a heat haze or a halo of rime, depending on the siccatite's type. Siccatite weapons automatically gain either a flaming or frost property rune, for hot and cold siccatite respectively, even if they aren't otherwise enchanted; this rune can't be removed, and it deals 1d8 damage instead of 1d6 damage. This uses one of the weapon's property rune slots as normal. High-grade siccatite gains a greater flaming (hot siccatite) or greater frost (cold siccatite) property instead.
Craft Requirements at least 7,500 gp of siccatite + 750 gp per Bulk "Sure, you could get it for cheaper down the way. Just remember that you get what you pay for." The Unscathed Blade is a large, sturdy shop with its own living quarters in an attached tower. Its chimney constantly billows plumes of dark smoke. Small windows illuminate the shop's front room, allowing the sun to glint off the assorted fine weaponry. The wooden front door is propped open during business hours, and warm air billows out from the shop. The double doors in the back, leading to the narrow alley behind the building, are always thrown wide open whenever the smith, Khadoukend (N agender human ex-gladiator) is forging weapons. From the alley, one can feel the heated air emanating from the shop and hear the clanging sounds of Khadoukend hammering new weapons and armor.
Main Item: Siccatite WeaponLOTGB, page 101.
Item 18
Price 20,000 gp
Usage worn armor; Bulk varies by armor
Category Material
Silver armor sickens certain creatures that touch it. A creature with weakness to silver that critically fails an unarmed attack against a creature in silver armor becomes sickened 1. A creature with weakness to silver is sickened 1 as long as it wears silver armor.
Craft Requirements The initial raw materials must include silver worth at least 10,000 gp + 1,000 gp per Bulk.
Main Item: Silver ArmorCore Rulebook, page 556.
Item 15
Price 5,000 gp
Usage varies by shield; Bulk L
Category Material
Silver shields don't typically have an additional effect, though when used for a shield bash, they are silver weapons.
Craft Requirements silver worth at least 2,500 gp The shield has Hardness 6, HP 24, and BT 12.
Main Item: Silver ShieldCore Rulebook, page 587.
Material 15
Price 4,500 gp per Bulk
Category Material
Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated.
Core Rulebook, page 579.
Item 15
Price 5,500 gp
Usage varies by shield; Bulk 1
Category Material
Silver shields don't typically have an additional effect, though when used for a shield bash, they are silver weapons.
Craft Requirements silver worth at least 2,750 gp The shield has Hardness 8 HP 32, and BT 16.
Main Item: Silver ShieldCore Rulebook, page 587.
Item 16
Price 9,000 gp
Usage varies by weapon; Bulk varies by weapon
Category Material
Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils.
Craft Requirements at least 4,500 gp of silver + 450 gp per Bulk Basic Magic Weapon Many magic weapons are created by etching runes onto them, as described on page 580. The magic weapon stat block covers the Prices and attributes of the most common weapons you can make with only fundamental runes.
Main Item: Silver WeaponCore Rulebook, page 599.
Item 20
Price 50,000 gp + 5,000 gp per Bulk
Usage worn armor; Bulk varies by armor
Category Armor
Sovereign steel armor sickens certain creatures that touch it. A creature with weakness to cold iron that critically fails an unarmed attack against a creature in sovereign steel armor becomes sickened 1, and such a creature is sickened 1 as long as it wears sovereign steel armor. The noqual in sovereign steel armor provides protection against magic, granting you a +1 circumstance bonus to AC against spell attack rolls. If you Cast a Spell while wearing sovereign steel armor, you must succeed at a DC 5 flat check or the spell fails.
Craft Requirements at least 12,500 gp of cold iron + 1,250 gp per Bulk plus at least 12,500 gp of noqual + 1,250 gp per Bulk.
Main Item: Sovereign Steel ArmorLOL, page 77.
Material 17
Price 8,000 gp per Bulk
Category Material
Created by Black Sovereign Moraestiad-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Falaimakrer to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Moraestiad-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell).
LOL, page 77.
Item 19
Price 32,000 gp + 3,200 gp per Bulk
Usage varies by weapon; Bulk varies by weapon
Category Material
Sovereign steel weapons are treated as cold iron against creatures with a weakness to cold iron, like demons and fey. In addition, the noqual in sovereign steel weapons disrupts spellcasters' concentration, causing them to become stupefied 1 for 1 round on a critical hit.
Craft Requirements at least 8,000 gp of cold iron + 800 gp per Bulk plus at least 8,000 gp of noqual + 800 gp per Bulk.
Main Item: Sovereign Steel WeaponLOL, page 77.
Material 17
Price 8,000 gp per Bulk
Category Material
Raw warpglass is an opalescent glassy material with surprising strength. When worked, it changes its appearance—though not its properties—to appear as random striations of other metals and types of stone.
Main Item: WarpglassAoE6, page 74.
Item 17
Price 14,000 gp + 1,400 gp per Bulk
Usage varies by weapon; Bulk varies
Category Material
If you critically hit a creature with a Strike with a warpglass weapon, the target is affected by a warpwave and automatically fails its saving throw.
Craft Requirements at least 7,000 gp of warpglass + 700 gp per Bulk.
Main Item: Warpglass WeaponAoE6, page 75.
Item 5
Price 30 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
This bottle contains a shrunken hippogriff. When opened, the contents reconstitute into a Large effigy of a hippogriff. The hippogriff waits up to 1 round and allows two creatures to mount it, then Flies up to 65 feet and waits 1 more round to give the mounted creatures time to dismount. Creatures who are still mounted on the hippogriff when it dissolves fall prone in the space where the hippogriff corpse ends its movement.
Craft Requirements Supply a hippogriff corpse (Bestiary 2 143).
Treasure Vault, page 56.
Item 3
Price 50 gp
Usage held in 2 hands; Bulk 1
Category Held
This wooden box unfolds into a stack of hinged trays holding calipers, magnifying lenses, acids and reagents, comparison sketches of species commonly mistaken for one another, and glass slides for specimen testing. When you use this kit to study accounts of a creature or what it left behind (such as spoor, tracks, or fur samples), you gain a +1 item bonus to Recall Knowledge about the creature or to Track the creature.
In addition, if you fail to Recall Knowledge about the creature (but don't critically fail), you're able to eliminate at least one possibility of a common type of animal. For instance, you might be able to verify the creature isn't an owlbear, even if you get no further information.
Dark Archive, page 63.
Snare 4
Price 15 gp
Category Snare
You rig vines, ropes, or wires to cinch tight around a creature that triggers this snare. The first creature to enter the square must attempt a DC 20 Reflex save.
Critical Success The creature is unaffected.Success The creature takes a –5-foot status penalty to its Speed for 1 minute or until it Escapes (DC 18).Failure As success, but the penalty is –10 feet.Critical Failure As success, but the penalty is –20 feet.Core Rulebook, page 590.
Item 0+
Usage held in 1 hand; Bulk L
Category Held
A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful Games Lore or Thievery checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate.
A hollow puzzle box is designed to have an empty compartment in its center, allowing you to hide an object inside of the box. Only someone that solves the puzzle box can access the item within. A hollow puzzle box can hold an item of negligible Bulk no larger than 1 inch in diameter. Any puzzle box can be made into a hollow puzzle box. Doing so doubles the puzzle box's price.
Main Item: Puzzle BoxLOTGB, page 59.
Item
Access Kaetiarn have access to this item.
Price 3 gp
Category Adventuring Gear
A hollowed hilt is a weapon modification that allows a pommel to be detached and its hilt meticulously hollowed out to create a small compartment without greatly affecting its balance. Often used by knight emissaries to hide important missives, this space can hold an object of light Bulk about the size of a scroll. A creature studying the weapon can find the hilt compartment with a successful DC 20 Perception check. Any weapon with an appropriate hilt or pommel can be converted into a hollowed one by paying the equipment's price.
LOKL, page 86.
Item
Price —
Bulk —
Hands 1
Category Adventuring Gear
Plants of supernatural significance provide a primal focus for primal spellcasters, such as druids, when using certain abilities and casting some spells. A bundle of holly and mistletoe must be held in one hand to use it. Other primal foci exist for druids focused on other aspects of nature.
Core Rulebook, page 288.
Item 2
Price 6 gp
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
Each feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description.
When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries.
While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn't heal you if you don't eat it within the span of your Interact action.
If activated on soil, the plant continues to grow and thrive (although it doesn't produce any more healing berries). If activated elsewhere, it withers and dies within 1d4 days.
Main Item: Feather TokenCore Rulebook, page 570. Reprinted in BB.
Rune 11
Price 1,400 gp
Usage etched onto a weapon without an unholy rune
Category Rune
Holy weapons command powerful celestial energy. A weapon with this rune deals an extra 1d6 good damage against evil targets. If you are evil, you are enfeebled 2 while carrying or wielding this weapon.
Craft Requirements You are good.
Core Rulebook, page 584.
Item 14
Price 4,500 gp
Usage held in 1 hand; Bulk 1
Category Weapon
The gleaming holy avenger is the iconic weapon of powerful paladins. The crossbar of this +2 greater striking holy cold iron longsword is styled to look like angel wings.
Tradition holds that those who see their reflection in a holy avenger's highly polished blade have their faults laid bare. If you are evil, you are enfeebled 2 while carrying or wielding this weapon.
Paladin Wielder If you're a champion of the paladin cause, you also gain the following two benefits.
Craft Requirements You are a champion with the paladin cause; supply a casting of detect alignment and dispel magic. The initial raw materials must include 120 gp of cold iron.
Core Rulebook, page 601.
Item 5+
Usage held in 1 hand; Bulk —
Category Held
This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity's religious symbol and iconography. The beads don't transform or function for an evil spellcaster.
Whenever you cast a divine spell from your own spell slots while holding the prayer beads, you recover 1 Hit Point; this is a positive healing effect. If the spell you cast was a healing spell, you can grant this additional healing to one of the spell's targets instead of yourself.
Type standard; Level 5; Price 160 gp
Type greater; Level 11; Price 1,400 gp; Craft Requirements You have a spellcasting class feature with the divine tradition.
You recover 1d4 Hit Points instead of 1 Hit Point when casting divine spells from your spell slots.
Change the beads' list of spells to the 4th-level versions of bless, divine wrath (matching one component of your deity's alignment), heal, neutralize poison, and remove disease. You can cast each of these once per day.
Core Rulebook, page 573.
Item 2
Price 30 gp
Usage held in 1 hand; Bulk L
Category Held
The holy steam ball is an odd-looking device that's nevertheless effective at reinforcing its user's mind against fiendish control. It's a hollow black-rubber ball with small, flexible twin tubes sticking out from its center. Sealed within the rubber ball is vapor made from a mixture of evaporated holy water and a special type of incense smoke. The tube's twin prongs are placed into the user's nostrils, after which the user squeezes the rubber ball to activate the device, forcing the vapor into the user's body through their nose.
The holy power contained within the vapor strengthens the user's will against creatures that are weak to holy water, making it tougher for malevolent creatures to subvert the user's mind.
When the holy steam ball was first introduced in Morokho fifty years ago, few trusted it's efficacy. The nation had seen many charlatans peddle so-called "anti-demon" products, and most thought this was no different. Only when soldiers of the Morokhoian Crusades used the ball and personally testified to its effectiveness did suspicion gave way to enthusiastic use. Nobody remembers who first invented the holy steam ball; they're likely lost to history because most initially thought it was a scam. After receiving endorsement from the Morokhoian Crusade, a team of alchemists and inventors were able to determine the vapor's exact composition and mass produce them. The holy steam ball's highly specialized purpose kept it from widespread use outside of the nations that once bordered the Khaekhor. Yet with the return of the Falethiamath in the past few years, the growing undead threat presents a new opportunity for more citizens to use holy steam balls for protection against the mind control powers of vampires and other undead.
After using a holy steam ball, you must refill it before the next use in a process that takes five minutes to complete.
Guns & Gears, page 87.
Item 1
Price 3 gp
Usage held in 1 hand
Category Consumable
This vial contains magical water blessed by a good deity. You can throw it as a ranged Strike. Holy water is a simple thrown weapon with a range increment of 20 feet. It shatters on a hit, dealing 1d6+1 good damage to the target and 1 good damage to every other creature within 5 feet of the target. Holy water damages only undead.
Beginner Box, page 53.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Consumable
This vial contains water blessed by a good deity. You activate a vial of holy water by throwing it as a Strike. It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the manipulate trait to the attack made with it.
Holy water deals 1d6 good damage and 1 good splash damage. It damages only fiends, undead, and creatures that have a weakness to good damage.
Core Rulebook, page 571.
Item 5
Price 150 gp
Usage tattooed on the body; Bulk —
Category Tattoo
This small tattoo of a swallow always points toward your home. The tattooing must take place at a location you consider to be your home, or the magic fails to bind with the ink. When you travel to your home using teleportation that can be off target, such as teleport or plane shift, you arrive exactly at your home. If your home is destroyed or you come to believe a new place is your home, this tattoo fades from your skin.
Treasure Vault, page 120.
Item 13
Price 2,750 gp
Usage worn
Category Worn Item
Homeward wayfinders are powerful escape tools in the hands of a Vofalai agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder (Core Rulebook 617), a homeward wayfinder attunes itself to the most recent Vofalai Lodge you've visited and has the following activation.
LOPSG, page 122.
Item 12
Price 1,800 gp
Usage attached
Category Weapon Customization
These delicate clockwork wings enable thrown weapons to soar through the air at high speeds, performing turns and other aerial maneuvers midflight. Wind-up wings also have different types of special effects depending on the type.
Wind-up wings must be attached to a thrown weapon and wound to function. A thrown weapon with an attached set of wind-up wings can't have anything else attached to it, or the wings cease to function.
Attaching or detaching a pair of wind-up wings to a thrown weapon requires a repair kit, and the process takes 10 minutes. Winding an attached pair of wind-up wings takes three Interact actions. There are a variety of wind-up wings, with different effects.
When you make a thrown Strike with the weapon to which a pair of homing wind-up wings are attached, and the wings are wound, the wings seek out your target, flying through cover and avoiding obstacles. You ignore the target's concealed condition and reduce the target's cover by one step (lesser cover to no cover, standard cover to lesser cover, or greater cover to standard cover). After the Strike is complete, the wings are wound down; they don't function again until wound.
Main Item: Wind-up WingsGuns & Gears, page 65.
Item 10
Price 180 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
This sweet-scented poison triggers vivid hallucinations in those who succumb to it, causing most to believe swarms of ravenous biting insects are feeding on them. So vivid are these hallucinations that the victims damage themselves by scratching and clawing at the imaginary swarm. At the GM's discretion, a creature incapable of clawing at itself might instead slam against solid objects, in which case the poison inflicts bludgeoning damage.
Saving Throw DC 30 Will; Maximum Duration 6 rounds; Stage 1 2d6 slashing damage (1 round); Stage 2 2d6 slashing damage and stupefied 1 (1 round); Stage 3 2d6 slashing damage, drained 1, and stupefied 1 (1 round)
LOL, page 86.
Item
Price 7 sp
Bulk L
Hands 1
Category Adventuring Gear
A lantern sheds bright light and requires 1 pint of oil to function for 6 hours.
A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action.
Main Item: LanternCore Rulebook, page 288.
Item
Access If the player character come from a region in Moutriavriam, this weapon is common
Price 3 gp
Bulk 1
Damage 1d6 slashing
Hands 1
Category Advanced Melee Weapon; Group Sword
This long sword has a hook near the tip which makes it easy to snag an opponent or their weapons.
Treasure Vault, page 25. Originally in FRP2.
Rune 11
Price 1,200 gp
Usage etched onto a weapon
Category Rune
A weapon with a hopeful rune exudes positivity. On a critical hit with this weapon, you inspire your comrades, pushing them to fight harder and stand for your shared convictions. Allies within 30 feet that share at least one alignment component with you gain a +1 status bonus to attack rolls until the end of your next turn.
LOTGB, page 84.
Item 2
Price 5 gp
Ammunition rounds
Activate Interact
Category Consumable
Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions.
Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container.
A horn contains 500 doses worth of black powder. A horn can be detonated by leaving a small trail of black powder and then lighting it. Each 5-foot square requires one dose of black powder to create a trail through. As long as the horn is mostly full (at least 400 doses remaining) it can be detonated to deal 1d6 fire damage in a 5-foot burst (DC 16 basic Reflex save). It takes 1 round per 15 feet of powder trail laid down for a horn to detonate after the trail is lit. If multiple horns detonate simultaneously, it can increase the area of the explosion, but the damage in overlapping areas doesn't increase.
Main Item: Black PowderGuns & Gears, page 169.
Item 9
Price 700 gp
Usage held in 1 hand; Bulk L
Category Held
A horn of blasting is a bright brass trumpet. It can be played as an instrument, granting a +2 item bonus to your Performance check.
Core Rulebook, page 573.
Item 6
Price 230 gp
Usage held in 1 hand; Bulk 1
Category Held
This large ram's horn perpetually glistens with tiny droplets of water, much like condensation.
Core Rulebook, page 573.
Item 13
Usage held in 2 hands; Bulk 1
Category Held
This musical instrument is crafted from the horn of an aoyin—a large, cannibalistic beast whose form resembles an ox with a white body, four horns, and hair as coarse as straw—and carved with fell symbols. If the horn of the aoyin's owner doesn't use the instrument's activation on sapient creatures at least once a day, the horn of the aoyin activates at some point of its own choosing on the owner, and the owner critically fails with no saving throw.
Creatures other than you within 60 feet must attempt a DC 30 Will save. Those who fail become overwhelmed with an animalistic rage and the urge to consume flesh for 1 round, or 1 minute on a critical failure. They indiscriminately attack the nearest target unaffected by the magic of the horn unless there are no such targets, at which point they set on each other. While affected, they gain a jaws unarmed attack that deals 1d8 piercing damage, deal an additional 2 damage with unarmed attacks, and lose the ability to use any weaponry. They also gain a +2 status bonus to saving throws against mental effects and pain, can detect bleeding creatures and open wounds as an imprecise sense with a range of 30 feet, and gain a +10- foot status bonus to their Speed. Lastly, they take a –1 penalty to AC and are unable to use concentrate actions other than Seeking. Creatures who critically succeed are temporarily immune for 24 hours.
Craft Requirements A horn of the aoyin can be crafted only from a single aoyin horn. Crafting this object must be undertaken using tools soaked in the wielder's blood.
Dark Archive, page 115.
Item 6+
Usage worn; Bulk 1
Category Companion
These thick bull or ram horns fuse into the armrests of your legchair companion, giving it more aggressive options. Your animal companion can only invest this item if it is a legchair.
Your legchair draws force from its momentum. Until the end of this turn, if your legchair Strides, it deals 2d6 additional force damage on its next Strike and, on a critical success, pushes the target away by 5 feet.
Your legchair fires a beam of force from its ram horns. The target takes 4d6 force damage and must attempt a DC 22 Fortitude save.Critical Success The target is unaffected.Success The target takes half damage and is pushed 5 feet.Failure The target takes full damage and is pushed 10 feet.Critical Failure The target takes double damage and is pushed 20 feet.
LOTGB, page 72.
Item 26
Usage worn headwear; Bulk 2
Category Artifact
This imposing helm bears the horns of a powerful black dragon. While wearing the Horns of Theitrouk, you gain greater darkvision and immunity to acid. If you are undead, you gain resistance 40 to positive damage. If you are not undead, the helm quickly saps the life from you, dealing 10d6 negative damage to you every round. If you die from this damage, you rise as an undead of an equal level in 1d4 rounds.
Destruction The helm is utterly obliterated if crushed between the jaws of an ancient black dragon's skull located in a desert while the sun is at its zenith.
Gamemastery Guide, page 109.
Item 8
Price 450 gp
Usage held in 2 hands; Bulk L
Category Held
Carved in a putrid jade, the color of disease, this figurine is a bloated humanoid mass of writhing vermin and serpents, all rendered in disgusting detail. The creeping pattern is carved so they seem to move and contort the more one views the figurine. When activated, the effect is amplified to a disgusting or horrifying degree. The figurine can be activated twice per day. If you try to activate it a third time during a day, it dissolves into a puddle of non-magical, putrid glue, causing you to become sickened 3.
Treasure Vault, page 115.
Item 0
Price 2 gp +
Category Pet
No entries found.
LOTG, page 103.
Item
Price 9 sp
Bulk 2
Damage 1d8 slashing
Hands 2
Category Martial Melee Weapon; Group Polearm
Created by goblins to battle horses, this weapon is essentially a long shaft ending in a blade with a large hook.
Core Rulebook, page 281.
Item 7+
Usage worn horseshoes; Bulk 1
Category Companion
When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically.
Type horseshoes of speed; Level 7; Price 340 gp
Type greater horseshoes of speed; Level 14; Price 4,250 gp
The bonus to Speed is +10 feet, and the bonus to Athletics checks is +3.
Core Rulebook, page 604.
Item 7
Price 340 gp
Usage worn horseshoes; Bulk 1
Category Companion
When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically.
Main Item: Horseshoes of SpeedCore Rulebook, page 604.
Item 4
Price 80 gp
Usage worn; Bulk L
Category Companion
This soapstone statuette resembles an unidentified lump with a vaguely animal shape, worn on a band or cord around the companion's neck. When your companion invests the item, the statuette changes to appear as a miniature carved soapstone version of the companion.
LOTGB, page 55.
Item
Price 3 gp
Bulk L
Hands 1
Category Adventuring Gear
No entries found.
Core Rulebook, page 288.
Item 0
Price 10 gp
Category Pet
These smaller falcons feature the brown-and-white markings of eagles and are popular among Geifozeis Knights. They serve both as a symbol of national pride and help keep watch in the field. They can be kept in a home but require a dedicated perch. They're known for pouncing on and tearing up floor rugs.
LOTG, page 103.
Item 7
Price 55 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
A foamy, cloudy liquid, hovering potion enables you to defy gravity for 5 minutes. By default, the potion causes you to float several inches off the ground. If you take a Stride action, you can move 10 feet up or down in the air. You can instead Climb at your full Speed or Stride to move along a horizontal surface at half your Speed. The GM determines which surfaces can be climbed or moved across this way. If you fall while this potion is in effect, you can use the Arrest a Fall reaction as if you had a fly Speed. If you have a fly Speed, you remain airborne at the end of your turn, even if you didn't use a Fly action this round.
Treasure Vault, page 90.