Items: H (Part 4 of 4)

13 items, from Hummingbird Wayfinder to Hype.

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Part: 1 2 3 4

Hummingbird Wayfinder · Hundred-moth Caress · Hunger Oil · Hunger Oil · Hungering Maw · Hunter's Arrowhead · Hunter's Bane · Hunter's Bow · Hunter's Brooch · Hunter's Dawn · Hunting Spider Venom · Hwacha · Hype

Hummingbird Wayfinder

Item 12

uncommon evocation invested magical transmutation 

Price 1,750 gp

Usage worn

Category Worn Item

Hummingbird wayfinders blend a few Staekhirn secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder (Core Rulebook 617), a hummingbird wayfinder has the following activation.

Activate [>>] command, Interact; Frequency once per hour; Effect You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye. In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder.

LOPSG, page 122.

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Hundred-moth Caress

Item 8

divine necromancy negative 

Price 475 gp

Usage held in 2 hands; Bulk 2

Category Held

The handles of this +1 striking scythe are made from a dull, gray wood of bone-like consistency, and when you slice with it, a fluttering gust of hundreds of moths' wingbeats fills the air. If you're a devotee of Trishil, you can use this scythe as a divine focus, and with every Strike, it exudes a pallid cloud of powdery dust.

Activate [F] command (divine, necromancy, negative); Frequency once per round; Effect You deal 1d10 negative damage to yourself. If your next action is to Strike with the scythe or to Cast a Spell with the disease or negative trait, that Strike or spell deals additional negative damage equal to the damage you took (after any reductions or increases from immunity, resistances, weaknesses).

Secrets of Magic, page 185.

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Hunger Oil

Item 11

uncommon consumable contact divine poison 

Price 235 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Poison

Rendered from the fat of corporeal undead creatures and infused with ghoulish magic, this yellowish oil causes its victims to experience stabbing hunger pangs that only living flesh can abate. If you eat at least a mouthful of humanoid flesh, you ignore the enfeebled condition from hunger oil for 1 minute. While under the effect of hunger oil, you regain only half as many Hit Points from healing effects unless you've eaten at least a mouthful of humanoid flesh in the last minute.

Saving Throw DC 30 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 enfeebled 2 (1 minute); Stage 2 enfeebled 3 (1 minute); Stage 3 enfeebled 4 (1d4 minutes)

Craft Requirements Supply one casting of ghoulish cravings.

AoE4, page 78.

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Hunger Oil

Item 11

uncommon alchemical consumable contact divine necromancy poison 

Price 235 gp

Usage held in 1 hand; Bulk L

Activate [>>>] Interact

Category Poison

Rendered from the fat of corporeal undead creatures and infused with ghoulish magic, this yellowish oil causes its victims to experience stabbing hunger pangs that only living flesh can abate. If the victim eats at least a mouthful of humanoid flesh, it ignores the enfeebled condition from hunger oil for 1 minute.

Victims under the effect of hunger oil regain only half as many Hit Points from healing effects unless they've eaten at least a mouthful of humanoid flesh in the last minute.

Saving Throw DC 30 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 enfeebled 2 (1 minute); Stage 2 enfeebled 3 (1 minute); Stage 3 enfeebled 4 (1d4 minutes)

Craft Requirements Supply one casting of ghoulish cravings.

Treasure Vault, page 69.

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Hungering Maw

Item 17

uncommon abjuration consumable magical necromancy talisman 

Price 2,200 gp

Usage affixed to armor; Bulk —

Activate [F] command; Trigger You attempt a saving throw against a possession effect; Requirements You are a master in Will saves.

Category Talisman

A shining onyx gemstone clutched in a pair of black steel jaws, this pendant is a potent defense against hostile spirits and other beings who commandeer the bodies of others. When you Activate it, you gain a +4 item bonus to your saving throw against the triggering effect. If your result prevents you from being possessed, the creature that attempted to possess you is subject to a DC 37 bind soul spell, which can trap it in the talisman as if it had recently died. The talisman's magic is exhausted after use, but a soul trapped this way remains imprisoned inside, as detailed in the spell description. Starting at the end of its next turn, the trapped creature gets a new save to end the effect at the end of each of its turns.

Treasure Vault, page 94.

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Hunter's Arrowhead

Item 4

rare enchantment invested magical 

Price 80 gp

Usage worn; Bulk —

Category Worn Item

A hunter's arrowhead is meant to be worn as a charm, such as a pendant, or carried in a pocket or quiver. The arrowhead is etched with images sacred to the elven god Ziris. While you wear or carry the arrowhead, it infuses you with great skill at hunting, and you gain a +1 item bonus to Survival checks and attack rolls against any creature you've currently designated as your prey with Hunt Prey. A hunter's arrowhead is also a religious symbol of Ziris.

Activate [R] command; Frequency once per day; Trigger You would miss with an attack made with a bow; Effect You gain a +2 circumstance bonus to your attack roll, possibly turning a miss into a hit.

Treasure Vault, page 153. Originally in AoA1.

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Hunter's Bane

Item 2

consumable divination magical talisman 

Price 6 gp

Usage affixed to armor; Bulk —

Activate [F] envision; Trigger An undetected enemy hits you with an attack; Requirements You are trained in Survival.

Category Talisman

This talisman is a ring of dried, interwoven leaves. When you activate the hunter's bane, you sense the exact location of the attacker, making it hidden from you instead of undetected. If the attacker is behind lead, the hunter's bane fails and is wasted.

Core Rulebook, page 567.

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Hunter's Bow

Item 3

evocation magical 

Price 60 gp

Category Weapon

Stealthy hunters and rogues can use this +1 magic shortbow to attack from hiding. If you use this bow to Strike a target that can't see you and you get a critical hit, the target takes an extra 1d6 damage (this is in addition to sneak attack damage if you're a rogue).

Beginner Box, page 51.

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Hunter's Brooch

Item 4

unique divine invested positive transmutation 

Price 80 gp

Usage worn; Bulk L

Category Worn Item

While wearing this silver religious symbol of Miastox, you can cast the disrupt undead cantrip as an innate divine spell.

Activate [>>>] command, Interact; Effect By touching a weapon you wield to the symbol and uttering a plea for Miastox's steadying hand, you grant that weapon the deadly d12 trait. Against undead, the weapon instead gains the fatal trait. This blessing lasts for 1 minute, until you score a critical hit with the weapon, or until you aren't wielding the weapon.

Abomination Vaults #2: Hands of the Devil, page 71.

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Hunter's Dawn

Item 23

unique arcane artifact enchantment 

Usage held in 1 hand; Bulk 1

Category Artifact

Hunter's Dawn is a +3 greater striking speed ghost touch club. However, the notched head of the weapon marks it as an atlatl, an ancient tool used for throwing darts and javelins. You can use Hunter's Dawn with a mundane dart or javelin like you would use a bow with an arrow; when you do so, the range of the dart or javelin is doubled, and the dart or javelin uses Hunter's Dawn to determine its attack modifier and damage dice.

Activate [>], [>>], or [>>>] Interact; Effect You swing Hunter's Dawn and launch a magically conjured javelin at a target within 60 feet, making a ranged Strike. The javelin has the statistics of a javelin but gains the magical properties of Hunter's Dawn and disappears immediately after hitting or missing its target. On a successful hit, you deal damage (3d6 piercing, due to the atlatl's greater striking rune, plus your Strength modifier); in addition, a gazelle leaps from the hit target to one or more targets within 20 feet of the first, dealing 2d6 piercing damage plus your Strength modifier.

The number of additional targets hit in this way is equal to the number of actions you spend to activate this ability (one additional target if you used one action, two additional targets for two actions, and so forth).

Activate [R] Trigger You hit a creature with a ranged Strike with Hunter's Dawn; Effect The target is marked. Once per day, you can cast a 5th-level locate spell on the marked target, regardless of its distance from you or your ability to cast spells. This effect persists until it is dispelled (counterspell DC 46), the creature dies, or a new target is marked.
Activate [>] Interact; Frequency three times per day; Effect You shave a curl of wood from Hunter's Dawn and create a roaring fire within 15 feet. You can choose one of the following shapes for the fire to take: a 10-foot square, a 20-foot line, or a 15-foot cone. Each creature in the affected squares take 6d6 fire damage (DC 46 basic Reflex save)

Destruction Hunter's Dawn can be destroyed only by placing it on the funeral pyre of a dead god.

Extinction Curse #6: The Apocalypse Prophet, page 67.

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Hunting Spider Venom

Item 5

alchemical consumable injury poison 

Price 25 gp

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Poison

This venom erodes its target's defenses, aiding the spider in securing prey.

Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and flat-footed (1 round); Stage 2 1d12 poison damage, clumsy 1, and flat-footed (1 round); Stage 3 2d6 poison damage, clumsy 2, and flat-footed (1 round)

Core Rulebook, page 552.

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Hwacha

Item 4

uncommon large 

Price 180 gp; Ammunition 100 hwacha arrows (2 gp, 1 Bulk)

Usage mounted (black powder); Space 6 feet high, 8 feet long, 6 feet wide

Crew 1 to 4

AC 16; Fort +11, Ref +4

Hardness 5, HP 40 (BT 20); Immunities object immunities

Speed 25 feet (pulled or pushed)

Rather than a shoot a single, large projectile like a boulder, the hwacha fires dozens of rocket-propelled arrows at once. The frame of the hwacha holds 100 tubes, each loaded with an arrow or a small bundle of arrows wrapped with a small amount Fiend's Mouth Cannon Hwacha of black powder and attached to a fuse. By lighting a master fuse, you can make all of the arrows fire in rapid succession.

Aim [>>] 40 feet, minimum distance 40 feet
Load [>>>] (manipulate) Each Load action loads 10 hwacha arrows. Taking the Launch action requires three Load actions to load 30 hwacha arrows, but you can continue to Load more arrows to increase the effect of the next Launch action, as detailed below.
Launch [>] (manipulate, range increment 300 feet) 4d8 piercing, 20-foot burst, DC 18 Reflex. If you loaded at least 70 hwacha arrows, the area increases to a 25-foot burst. If you loaded 100 hwacha arrows, the area increases to a 30-foot burst and the damage to 5d8 piercing.

Guns & Gears, page 175.

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Hype

Item 8

rare alchemical consumable drug ingested poison 

Price 100 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

A synthetic adrenaline supplement that increases awareness and reaction time.

Saving Throw DC 25 Fortitude; Maximum Duration 1 minute; Stage 1 quickened and can use the additional action to Step or Stride (1 round); Stage 2 stupefied 2 (1 round); Stage 3 drained 2 and stupefied 2 (1 round)

LOL, page 81.

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