Items: H (Part 1 of 4)

60 items, from Hail of Arrows Snare to Heavy Rondache.

#ABCDEFGHIJKLMNOPQRSTUVWXYZ

Part: 1 2 3 4

Hail of Arrows Snare · Halberd · Halcyon Heart · Half Plate · Halfling Sling Staff · Hammer · Hammer Gun · Hampering Snare · Hamster · Hand Adze · Hand Cannon · Hand Crossbow · Hand of the Mage · Hand of the Mage · Hand-Hewed Face · Handcuffs · Handheld Musical Instrument · Handheld Spirit-Singer · Handling Gloves · Handwraps of Mighty Blows · Hardened Harrow Deck · Harmona Gun · Harmonic Hauberk · Harness · Harnessed Shield · Harpoon · Harpoon Bolt · Harrow Spellcards · Haste Bravery Baldric · Hat of Disagreeable Disguise · Hat of Disagreeable Disguise · Hat of Disguise · Hat of Disguise · Hat of Disguise · Hat Of Many Minds · Hat of the Magi · Hat of the Magi · Hat of the Magi · Hatchet · Hauling · Hauling · Headband of Inspired Wisdom · Headbands Of Translocation · Headbands of Translocation · Healer's Gel · Healer's Gloves · Healer's Gloves · Healer's Gloves · Healer's Tools · Healer's Tools · Healing Potion · Healing Vapor · Heartening Missive · Heated Cloak · Heavy Ballista · Heavy Bombard · Heavy Crossbow · Heavy Musical Instrument · Heavy Power Suit · Heavy Rondache

Hail of Arrows Snare

Snare 16

consumable mechanical snare trap 

Price 1,500 gp

Category Snare

When a creature enters the snare's square, it releases hundreds upon hundreds of carefully prepared arrows, blanketing a 20-foot radius around the snare's square with massive arrow fire that deals 18d6 piercing damage. Creatures in the area must attempt a DC 37 basic Reflex saving throw.

Core Rulebook, page 590.

Open in the interactive list

Halberd

Item

reach versatile s 

Price 2 gp

Bulk 2

Damage 1d10 piercing

Hands 2

Category Martial Melee Weapon; Group Polearm

This polearm has a relatively short, 5-foot shaft. The business end is a long spike with an axe blade attached.

Core Rulebook, page 280.

Open in the interactive list

Halcyon Heart

Item 21

rare artifact divination magical 

Usage held in 2 hands; Bulk 1

Category Artifact

This shekere features carved prayers barely visible under a fine silk net of colorful beads. The handheld percussion instrument grants a +3 item bonus to Performance checks while playing music with it. In addition, when you Perform with it, you can make it heard by any number of creatures within 100 miles. You can specify one or more specific creatures, or otherwise describe those who will hear it, such as all humans, or all inhabitants of a village. You can send a message through the music that the targets understand. Demons and creatures connected to demons (such as a creature whose deity is a demon lord or a sorcerer with the demonic bloodline) can't easily understand any messages conveyed in this way, even if you wish to send the message to them. They must attempt a Society check against your Performance DC or against DC 40, whichever is higher. If your Performance DC is higher than DC 40 and you want demons to be able to understand the message, you can choose to use DC 40 instead.

Success They understand the message.Failure They don't understand the message but are aware there was one.Critical Failure They don't realize the sound of the halcyon heart contains a message.
Activate [>>] command, Interact; Requirements The halcyon heart has its net of beads; Effect You pull the net off the halcyon heart and throw it at a creature within 20 feet, using your attack bonus for a ranged simple weapon. On a hit, the net grows and envelops the creature, which becomes flat-footed and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also immobilized until it Escapes. The net also attempts to counteract teleportation effects and planar travel of the creature it's entrapping. The Escape DC is 44, and the net has a counteract level of 9 and a counteract modifier of +38. If the target is a demon or connected to a demon, they must roll twice and take the lower result on all attempts to Escape (this is a misfortune effect), and for counter act checks, the net rolls twice and takes the higher result (this is a fortune effect). You can't Perform with the halcyon heart while it doesn't have its net. So long as the net doesn't contain a creature, you can restore it with a single action, which has the concentrate trait.

Destruction If the Gorilla King plays a halcyon heart in front of Saivaefind's totem, the gourd decomposes, the net frays, and the beads shatter.

Strength of Thousands #6: Shadows of the Ancients, page 77.

Open in the interactive list

Half Plate

Item 1

Price 18 gp

Bulk 3

AC Bonus +5; Dex Cap +1

Strength 16; Check Penalty –3; Speed Penalty –10 ft.

Category Heavy Armor; Group Plate

Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor and a pair of gauntlets.

Core Rulebook, page 275.

Open in the interactive list

Halfling Sling Staff

Item

uncommon halfling propulsive 

Price 5 gp

Bulk 1

Damage 1d10 bludgeoning

Ammunition Sling Bullets; Range 80 ft.; Reload 1

Hands 2

Category Martial Ranged Weapon; Group Sling

This staff ends in a Y-shaped split that cradles a sling. The length of the staff provides excellent leverage when used two-handed to fling rocks or bullets from the sling.

Core Rulebook, page 281.

Open in the interactive list

Hammer

Item

Price 1 sp

Bulk L

Hands 1

Category Adventuring Gear

No entries found.

Core Rulebook, page 288.

Open in the interactive list

Hammer Gun

Item 1

uncommon combination 

Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth

Price 13 gp

Bulk 2

Ranged

Traits concussive, fatal d10

Damage 1d6 piercing

Ammunition round; Range 60 ft.; Reload 1

Group Firearm

Melee

Traits critical fusion, shove

Damage 1d8 bludgeoning

Group Hammer

Hands 2

Category Martial Ranged Weapon

This weapon, favored by dwarves and those who like smashing and shooting, takes the form of a stoutly built gun designed similarly to an arquebus with a hammer head built into the muzzle, decreasing kickback but limiting range.

Guns & Gears, page 158.

Open in the interactive list

Hampering Snare

Snare 1

consumable mechanical snare trap 

Price 3 gp

Category Snare

You arrange brambles, wires, sticky goo, or other materials to interfere with a creature's movement. The square with this snare, as well as three adjacent squares (to form a 10-foot-by-10-foot area), become difficult terrain when the first creature enters the snare's square. The difficult terrain affects the creature's movement right away, including its movement into the triggering square, and it lasts for 1d4 rounds after the snare is triggered. A creature can use an Interact action to clear the difficult terrain out of a single square early.

Core Rulebook, page 590.

Open in the interactive list

Hamster

Item 0

Price 1 sp

Category Pet

No entries found.

LOTG, page 103.

Open in the interactive list

Hand Adze

Item

agile forceful grippli sweep thrown 10 ft. 

Price 5 sp

Bulk L

Damage 1d4 slashing

Hands 1

Category Martial Melee Weapon; Group Axe

This is a smaller version of an adze, useful for more delicate woodworking or projects in cramped spaces. Gripplis use the hand adze for crafting and as close quarters weapons.

LOAG, page 139.

Open in the interactive list

Hand Cannon

Item

uncommon modular b, p, or s 

Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth

Price 5 gp

Bulk 1

Damage 1d6 modular

Ammunition rounds; Range 30 ft.; Reload 1

Hands 1

Category Simple Ranged Weapon; Group Firearm

Popular among privateers and mercenaries in Tuminaed, hand cannons are little more than a hardened tube with a handle and external ignition attached. A hand cannon can be used to fire almost anything that can be packed into its barrel. The wielder of a hand cannon can change the damage type granted by its modular trait as part of the same Interact action used to reload.

Guns & Gears, page 151.

Open in the interactive list

Hand Crossbow

Item

Price 3 gp

Bulk L

Damage 1d6 piercing

Ammunition Bolt; Range 60 ft.; Reload 1

Hands 1

Category Simple Ranged Weapon; Group Bow

Sometimes referred to as an alley bow by rogues or ruffians, this small crossbow fires small bolts that are sometimes used to deliver poison to the target. It's small enough to be shot one-handed, but it still requires two hands to load.

Core Rulebook, page 281.

Open in the interactive list

Hand of the Mage

Item 2

evocation magical 

Price 30 gp

Usage worn

Category Worn Item

This mummified elf hand hangs on a golden chain, its gnarled fingers locked in a peculiar pattern.

Mage Hand [>>] (concentrate); Effect You cast the mage hand wizard spell.

Beginner Box, page 55.

Open in the interactive list

Hand of the Mage

Item 2

evocation invested magical 

Price 30 gp

Usage worn; Bulk L

Category Worn Item

This mummified elf hand hangs on a golden chain, its gnarled fingers locked in a peculiar pattern.

Activate [>>] command, envision; Effect You cast mage hand.

Core Rulebook, page 611.

Open in the interactive list

Hand-Hewed Face

Item 7

rare contract invested magical 

Category Contract

At the crossroads under a new moon, you traded your face for one that you can mold as though it were clay, sealed with a ribbon worn around your neck to hide the seam. Your true appearance changes to that of a generic member of your ancestry. You can shape your facial features with your hands and thus don't need a disguise kit to Impersonate, and you don't take circumstance penalties to Impersonate someone due to the difference in your facial features. Once per day, from any distance, the entity that holds your bargained contract can change their appearance to match your appearance from before you sealed the contract, or the appearance you are currently using through Impersonate. When they do, your face transforms to your new true appearance, that of a generic member of your ancestry, and you become stunned 3 by the sudden backlash.

Activate [>>] Interact; Requirements You have used Impersonate and molded your face into a different face; Effect You peel your current face from your skin, revealing the true generic appearance from your bargained contract. This allows you to duck out of sight and remove the facial component of your disguise almost immediately, though clothing or other elements might still give you away.

Dark Archive, page 164.

Open in the interactive list

Handcuffs

Item 3+

uncommon 

Usage held in 1 hand; Bulk L

Category Held

Developed in Shoumeistai and rarely used except by police forces in major cities due to their significant cost, handcuffs possess a ratcheting lock system in each cuff that allows them to be quickly cinched down on a captive's limbs, even if they're actively resisting.

To apply handcuffs, you must first grab or restrain your opponent, then attempt an Athletics check against the opponent's Fortitude DC. On a success, you lock one of the cuffs around your opponent's wrist. You can lock the other cuff to yourself or a stationary object within reach as an Interact action; to lock it to another creature (either the same opponent you just cuffed or a separate creature altogether), you must first grab or restrain that creature, as before, and then make an Athletics check against its Fortitude DC. The DC to make the Athletics check against your own wrist is 5, or 10 for an unattended object.

If you bind a creature to itself, it takes the same penalties as those imposed by manacles (Core Rulebook 290). If you bind a creature to another creature (including yourself), the two creatures are locked together and must remain in adjacent spaces, and both creatures gain the clumsy 1 condition as long as they are handcuffed. If you lock a creature to an immobile object, such as a bar or tree, the creature is immobilized. (For creatures with an unusual physiology such as more or fewer limbs, the GM determines what effects handcuffs have, if any.) Handcuffs are unlocked via a key and are easier to slip out of than ordinary manacles. The chain between handcuffs can be Broken Open with a single Athletics check.

Type average handcuffs; Level 3; Price 30 gp

Escaping requires two successful DC 27 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 30.

Type good handcuffs; Level 9; Price 350 gp

Escaping requires three successful DC 30 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 35.

Type superior handcuffs; Level 17; Price 6,000 gp

Escaping requires four successful DC 40 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 45.

AoE1, page 77.

Open in the interactive list

Handheld Musical Instrument

Item

Price 8 sp

Bulk 1

Hands 2

Category Adventuring Gear

Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.

Main Item: Musical Instrument

Core Rulebook, page 288.

Open in the interactive list

Handheld Spirit-Singer

Item 6

rare 

Price 200 gp

Usage held in two hands; Bulk 1

Category Adventuring Gear

Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit-singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren't actively Searching for it, due to the distortions of the spirit-singer's music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer's music and that can't otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit-singer in a particular position and uses both hands to play.

Main Item: Spirit-Singer

Guns & Gears, page 83.

Open in the interactive list

Handling Gloves

Item 0

Price 5 sp

Category Animal Caretaking Adventuring Gear

No entries found.

LOTG, page 103.

Open in the interactive list

Handwraps of Mighty Blows

Item 2+

invested magical transmutation 

Usage worn gloves; Bulk —

Category Worn Item

As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead)

You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack.

The entries below list the most typical combinations of fundamental runes.

Type +1 handwraps of mighty blows; Level 2; Price 35 gp

Type +1 striking handwraps of mighty blows; Level 4; Price 100 gp

Type +2 striking handwraps of mighty blows; Level 10; Price 1,000 gp

Type +2 greater striking handwraps of mighty blows; Level 12; Price 2,000 gp

Type +3 greater striking handwraps of mighty blows; Level 16; Price 10,000 gp

Type +3 major striking handwraps of mighty blows; Level 19; Price 40,000 gp

Core Rulebook, page 611.

Open in the interactive list

Hardened Harrow Deck

Item 14

rare magical transmutation 

Price 4,350 gp

Usage held in 1 hand; Bulk L

Category Held

The harrow is a traditional fortunetelling deck used by Liativeirn soothsayers. The hardened harrow deck is a magical version of the deck with cards made of thin metallic plates adorned with all the imagery common in standard harrow decks, but with more angular designs. You can hurl cards from the hardened harrow deck as +2 greater striking darts with the deadly d10 trait. A card used as a weapon isn't destroyed and can be recovered with 1 minute of searching if it can't be recalled back to the deck (see the deck's Activate entry on page 80)

However, if even a single card is missing from the deck, the deck can't be used to perform a traditional harrow reading.

As long as you carry more than half the cards in the hardened harrow deck, when you roll a success on a saving throw against a fear effect, you get a critical success instead; if you already have an ability that would make a successful saving throw against a fear effect a critical success, you instead gain a +1 circumstance bonus to saving throws against fear effects.

Activate [>] command, Interact; Effect All cards from the hardened harrow deck within 60 feet that you can see fly back into the deck.

AoE4, page 79.

Open in the interactive list

Harmona Gun

Item

uncommon kickback 

Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth

Price 10 gp

Bulk 2

Damage 1d10 bludgeoning

Ammunition rounds; Range 150 ft.; Reload 1

Hands 2

Category Martial Ranged Weapon; Group Firearm

A favored weapon of monster hunters in Treithebal, the harmona gun is a large-bore long gun that fires a heavy, slow-moving round. The gun got its name due to the eerie similarity between the buzzing sound its oversized projectiles make flying through the air and the flight of a fey bird called a harmona.

Guns & Gears, page 151.

Open in the interactive list

Harmonic Hauberk

Item 13

uncommon auditory focused illusion invested magical 

Price 2,500 gp

Usage worn armor; Bulk 1

Category Armor

Rose gold and copper rings in this +2 resilient chain shirt form a vague bird shape. The jingling links tinkle musically, almost like birdsong. While you wear the armor, effects with the auditory trait must first counteract the harmonic hauberk or they have no effect on you.

The harmonic hauberk attempts to counteract silence spells cast on you and 4th-level or higher heightened silence spells the first time the armor enters their area (counteract level 4, counteract modifier +20). After failing to counteract a silence spell, the armor can't attempt to counteract the same spell again, even if you leave and enter the spell's area multiple times.

Activate [>] command; Frequency once per day; Effect You gain 1 Focus Point and immediately use the Focus Point to cast lingering composition (Core Rulebook 387), using your Performance check to determine the effects of the spell, followed by the inspire defense composition cantrip (Core Rulebook 386). You can use this activation to cast those spells even if you don't have the Lingering Composition or Inspire Defense feats.

LOTGB, page 84.

Open in the interactive list

Harness

Item 0

Price 8 sp

Category Animal Caretaking Adventuring Gear

No entries found.

LOTG, page 103.

Open in the interactive list

Harnessed Shield

Item

harnessed 

Price 5 gp

Bulk 2

AC Bonus +2; Hardness 5; HP 20; BT 10

Speed Penalty –5 ft.

Category Shield; Group Shield

This large steel shield features a specialized opening to hold lances and similar weapons. Harnessed shields are a common backup for those who fight with jousting weapons in case they're forced into combat without their mounts. Balancing the weapon within the shield's hold is somewhat awkward, and longer weapons, like lances, need to be held closer to the body than usual for proper support.

Treasure Vault, page 21.

Open in the interactive list

Harpoon

Item

tethered thrown 

Price 1 gp

Bulk 1

Damage 1d8 piercing

Range 30 ft.

Hands 2

Category Martial Ranged Weapon; Group Dart

Often used for hunting exceptionally large aquatic creatures, the harpoon is similar to a javelin but features a barbed head and rope tether so it (or the corpse it's attached to) can be easily retrieved.

Treasure Vault, page 30.

Open in the interactive list

Harpoon Bolt

Item 4

uncommon conjuration consumable magical 

Price 15 gp

Ammunition round

Category Consumable

This iron spike can be fitted into the barrel of a two-handed firearm that doesn't have the scatter property with an Interact action. The spike is attached to a 50-foot-long coil of rope held in a simple spool that can be attached to a weapon's barrel. The weight and awkward balance of the bolt and its spool reduce the range of the weapon by 10 feet when fired. A creature hit by a harpoon bolt takes normal damage from the shot and must succeed at a DC 18 Fortitude save. On a failure, the harpoon bolt becomes lodged in its body.

Once a harpoon bolt is lodged, a creature can remove the harpoon bolt with a DC 18 check to Escape or Force Open, but on a failure, the creature takes 1d4 piercing damage. As long as the harpoon bolt remains lodged, the creature can't move more than 50 feet away from you. You can attempt to Trip a creature by tugging on the rope attached to the harpoon bolt, even if it isn't within your reach, but if you fail this attempt, the bolt rips free, causing 1d4 piercing damage to the target but releasing it from the bolt. If you reload, drop, or fire the firearm again, the creature is no longer limited in its movement. Once a harpoon bolt is removed from a creature, the bolt, its rope, and the spool all decay away, consumed by the same magic that empowers the unusual ammunition to function in the first place.

OoA2, page 77.

Open in the interactive list

Harrow Spellcards

Item 8

uncommon divination grimoire magical 

Price 475 gp

Bulk L

Category Grimoire

Crafted of sturdy paper, each card of this harrow deck showcases a beautiful watercolor illustration with space to inscribe a spell below. When shuffled, its cards seem to fly between one another of their own accord.

Activate [F] envision (fortune); Frequency once per day; Trigger Your last action was to cast a divination spell prepared from this grimoire; Effect You draw forth a card to gain insight into future challenges you'll face. Draw a card from a harrow deck or roll 1d6: 1 = hammers (Athletics), 2 = keys (Acrobatics), 3 = shields (Survival), 4 = books (any Recall Knowledge), 5 = stars (Religion), 6 = crowns (Diplomacy). The next time you attempt a check of the same type as your result, roll twice and take the better result, as the spirits of the harrow guide your actions. If not used by your next daily preparations, this benefit disappears.

Treasure Vault, page 112.

Open in the interactive list

Haste Bravery Baldric

Item 9

invested magical 

Price 700 gp

Usage worn; Bulk L

Category Worn Item

A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time.

Activate [>>] command, envision; Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type.

The baldric is silver when charged, and it grants you the effects of haste. This baldric has the transmutation trait.

Main Item: Bravery Baldric

Treasure Vault, page 145.

Open in the interactive list

Hat of Disagreeable Disguise

Item 2+

rare cursed illusion invested magical 

Usage worn headwear; Bulk —

Category Worn Item

This elegant hat appears to be and functions as a hat of disguise. When you invest the hat, it fuses to you.

Activate 1 minute (Interact); Frequency once per day; Effect Like a hat of disguise, the hat casts a 1st-level illusory disguise spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you're trying to sneak past guards or lending you the seeming of a pauper if you're trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won't. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can't Dismiss the spell.

Type hat of disagreeable disguise; Level 2

Type greater hat of disagreeable disguise; Level 7

You can Activate the hat as a 2-action activity any number of times per day, the illusory disguise is 2nd level (allowing it to malfunction with sound and smell), and the DC is 23.

Treasure Vault, page 191.

Open in the interactive list

Hat of Disagreeable Disguise

Item 2

rare cursed illusion invested magical 

Usage worn headwear; Bulk —

Category Worn Item

This elegant hat appears to be and functions as a hat of disguise. When you invest the hat, it fuses to you.

Activate 1 minute (Interact); Frequency once per day; Effect Like a hat of disguise, the hat casts a 1st-level illusory disguise spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you're trying to sneak past guards or lending you the seeming of a pauper if you're trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won't. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can't Dismiss the spell.
Main Item: Hat of Disagreeable Disguise

Treasure Vault, page 191.

Open in the interactive list

Hat of Disguise

Item 2

illusion magical 

Price 30 gp

Usage worn headwear

Category Worn Item

This ordinary-looking hat allows you to cloak yourself in illusions—perfect for pretending to be someone you're not. Once per day, you can use the following activity.

Illusory Disguise 1 minute (manipulate); Effect Over the course of 1 minute, the hat changes your visual appearance to look like another type of creature you choose. You're still roughly the same height and weight, and the disguise doesn't change your voice, scent, or mannerisms, only your visual appearance. The disguise isn't good enough to impersonate a specific person. While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear. If someone tries to see through your disguise, they need to Seek against your Deception DC, but you get a +4 status bonus to your DC (making your DC 14 + your Deception).

Beginner Box, page 55.

Open in the interactive list

Hat of Disguise

Item 2+

illusion invested magical 

Usage worn headwear; Bulk —

Category Worn Item

This ordinary-looking hat allows you to cloak yourself in illusions.

Activate 1 minute (Interact); Frequency once per day; Effect The hat casts a 1st-level illusory disguise spell on you.

While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear.

Type hat of disguise; Level 2; Price 30 gp

Type greater hat of disguise; Level 7; Price 340 gp

You can activate the hat as a 2-action activity, you can activate it any number of times per day, and the illusory disguise is 2nd level.

Core Rulebook, page 611.

Open in the interactive list

Hat of Disguise

Item 2

illusion invested magical 

Price 30 gp

Usage worn headwear; Bulk —

Category Worn Item

This ordinary-looking hat allows you to cloak yourself in illusions.

Activate 1 minute (Interact); Frequency once per day; Effect The hat casts a 1st-level illusory disguise spell on you.

While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear.

Main Item: Hat of Disguise

Core Rulebook, page 611.

Open in the interactive list

Hat Of Many Minds

Item 12

conjuration magical 

Price 1,800 gp

Usage worn headwear; Bulk L

Category Worn Item

This pointy, brimmed hat made up of a rainbow patchwork of various materials seems to sit just a little lopsided on your head, no matter how you adjust it. You gain a +2 item bonus to checks to Earn Income.

Activate [>>>] envision, Interact; Frequency once per day; Effect You tear off a patch of cloth to manifest it into a copy of yourself, dressed in the color and fabric of the patch. The copy follows your specific instructions and performs a single, straightforward task for up to 30 minutes. It takes the copy three times as long to complete the task as it would you, meaning it can perform a task that would take you a maximum of 10 minutes. It doesn't react quickly enough to be of any use during an encounter, and it can't use your spells or other special abilities—just basic actions and skill actions.

The copy disappears and returns to the hat as a piece of cloth when the given task has been completed, or when you Dismiss the activation.

Secrets of Magic, page 185.

Open in the interactive list

Hat of the Magi

Item 3

arcane conjuration 

Price 50 gp

Usage worn headwear

Category Worn Item

This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. In all its forms, the hat is the symbol of a stylish and professional mage. It grants you a +1 item bonus to Arcana checks and allows you to cast the detect magic wizard cantrip as often as you like, using the normal actions to do so.

Beginner Box, page 55.

Open in the interactive list

Hat of the Magi

Item 3+

arcane conjuration invested 

Usage worn headwear; Bulk —

Category Worn Item

This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. It grants you a +1 item bonus to Arcana checks and allows you to cast the prestidigitation cantrip as an arcane innate spell.

Type hat of the magi; Level 3; Price 50 gp

Type greater hat of the magi; Level 9; Price 650 gp

This larger, fancier hat grants a +2 bonus and can be activated.

Activate [>>>] Cast a Spell; Frequency once per day; Effect You cast a 4th-level arcane summon elemental spell.

Core Rulebook, page 611.

Open in the interactive list

Hat of the Magi

Item 3

arcane conjuration invested 

Price 50 gp

Usage worn headwear; Bulk —

Category Worn Item

This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. It grants you a +1 item bonus to Arcana checks and allows you to cast the prestidigitation cantrip as an arcane innate spell.

Main Item: Hat of the Magi

Core Rulebook, page 611.

Open in the interactive list

Hatchet

Item

agile sweep thrown 10 ft. 

Price 4 sp

Bulk L

Damage 1d6 slashing

Hands 1

Category Martial Melee Weapon; Group Axe

This small axe can be used in close combat or thrown.

Core Rulebook, page 280.

Open in the interactive list

Hauling

Rune 6+

uncommon evocation magical 

Usage etched onto a weapon

Category Rune

Hauling weapons are adept at moving creatures around the battlefield after a successful attack.

Activate [R] Command; Frequency once per hour; Trigger You succeed at an attack roll to Strike with a weapon with the hauling rune; Effect The target must succeed at a DC 20 Reflex save or be moved 5 feet in a direction you choose.

This is forced movement.

Type hauling; Level 6; Price 225 gp

Type greater hauling; Level 11; Price 1,300 gp

The DC is 28, and the target is moved up to 10 feet.

LOTGB, page 80.

Open in the interactive list

Hauling

Rune 6

uncommon evocation magical 

Price 225 gp

Usage etched onto a weapon

Category Rune

Hauling weapons are adept at moving creatures around the battlefield after a successful attack.

Activate [R] Command; Frequency once per hour; Trigger You succeed at an attack roll to Strike with a weapon with the hauling rune; Effect The target must succeed at a DC 20 Reflex save or be moved 5 feet in a direction you choose.

This is forced movement.

Main Item: Hauling

LOTGB, page 80.

Open in the interactive list

Headband of Inspired Wisdom

Item 17

abjuration apex invested magical 

Price 15,000 gp

Usage worn circlet; Bulk —

Category Apex

This simple cloth headband remains pristine and clean at all times, no matter the circumstances. When you invest the headband, you either increase your Wisdom score by 2 or increase it to 18, whichever would give you a higher score.

Activate [>] envision; Frequency once per day; Effect When you are considering a course of action, you get a gut feeling about whether it's a good idea. You gain the effects of an augury spell, except that you receive the result from your own instincts rather than an external source.
Activate [R] envision (fortune); Frequency once per hour; Trigger You fail a saving throw against an effect that makes you confused, fascinated, or stupefied; Effect The headband of inspired wisdom clears your mind. You can reroll the saving throw and use the better result.

Core Rulebook, page 604.

Open in the interactive list

Headbands Of Translocation

Item 16

uncommon conjuration invested magical teleportation 

Price 10,000 gp

Usage worn headband

Category Worn Item

These silk headbands always come in pairs and usually feature a prominent symbol of a nation or team. If both wearers Invest their headbands at the same time and think of the same symbol while doing so, both headbands change to display that symbol until they are removed.

As long as you both have Invested your headbands, you can Aid each other without taking an action to prepare and when you get a critical failure when attempting to Aid an ally with a paired headband, you get a failure instead.

Activate [>>] Interact; Frequency once per day; Effect You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, if you are within 1 mile of each other.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 74.

Open in the interactive list

Headbands of Translocation

Item 16

uncommon conjuration invested magical teleportation 

Price 10,000 gp

Usage worn headwear; Bulk —

Category Worn Item

Headbands of translocation are silk bands that come in pairs and usually feature a prominent symbol of a nation or team. If both wearers Invest their headbands at the same time and think of the same symbol while doing so, both headbands change to display that symbol until they are removed. If you both have invested your headbands, you can Aid each other without taking an action to prepare, and when you roll a critical failure when attempting to Aid an ally with a paired headband, you get a failure instead.

Activate [>] Interact; Frequency once per day; Effect You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, provided you are within 1 mile of each other.

Treasure Vault, page 152.

Open in the interactive list

Healer's Gel

Item 5+

catalyst consumable magical 

Usage held in 1 hand; Bulk L

Category Consumable

An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a heal spell bestows additional temporary Hit Points to one target healed by the spell. These temporary Hit Points last for 1 minute.

Type lesser; Level 5; Price 25 gp

The spell grants 5 temporary Hit Points.

Type moderate; Level 9; Price 125 gp

The spell grants 10 temporary Hit Points.

Type greater; Level 13; Price 500 gp

The spell grants 15 temporary Hit Points.

Secrets of Magic, page 168.

Open in the interactive list

Healer's Gloves

Item 4

magical necromancy 

Price 80 gp

Usage worn gloves

Category Worn Item

These clean white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks. Once per day, you can use the following action.

Soothe Wounds [>] (manipulate); Effect You heal an adjacent living creature by touching them with the gloves, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect.

Beginner Box, page 55.

Open in the interactive list

Healer's Gloves

Item 4+

invested magical necromancy 

Usage worn gloves; Bulk L

Category Worn Item

These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.

Activate [>] Interact; Frequency once per day; Effect You can soothe a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can't harm undead with this healing.

Type healer's gloves; Level 4; Price 80 gp

Type greater healer's gloves; Level 9; Price 700 gp

The gloves provide a +2 bonus and restore 4d6+15 Hit Points.

Core Rulebook, page 612.

Open in the interactive list

Healer's Gloves

Item 4

invested magical necromancy 

Price 80 gp

Usage worn gloves; Bulk L

Category Worn Item

These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.

Activate [>] Interact; Frequency once per day; Effect You can soothe a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can't harm undead with this healing.
Main Item: Healer's Gloves

Core Rulebook, page 612.

Open in the interactive list

Healer's Tools

Item

Price 5 gp

Bulk 1

Hands 1 or 2*

Category Adventuring Gear

This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them.

*You can use the set of tools with one hand if you are wearing it.

Type Base

Type Expanded; Level 3; Price 50 gp

Expanded healer's tools provide a +1 item bonus to such checks.

Core Rulebook, page 288.

Open in the interactive list

Healer's Tools

Item

Price 5 gp

Bulk 1

Hands 1 or 2*

Category Adventuring Gear

This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them.

*You can use the set of tools with one hand if you are wearing it.

Main Item: Healer's Tools

Core Rulebook, page 288.

Open in the interactive list

Healing Potion

Item 1+

consumable healing magical necromancy potion 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain the listed number of Hit Points.

Type minor; Level 1; Price 4 gp

The potion restores 1d8 Hit Points.

Type lesser; Level 3; Price 12 gp

The potion restores 2d8+5 Hit Points.

Type moderate; Level 6; Price 50 gp

The potion restores 3d8+10 Hit Points.

Type greater; Level 12; Price 400 gp

The potion restores 6d8+20 Hit Points.

Type major; Level 18; Price 5,000 gp

The potion restores 8d8+30 Hit Points.

Core Rulebook, page 563. Reprinted in BB.

Open in the interactive list

Healing Vapor

Item 4+

alchemical consumable healing 

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Consumable

Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery.

When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows.

Type lesser; Level 4; Price 20 gp

Each creature regains 1 Hit Point every 2 minutes and gets a +1 bonus.

Type moderate; Level 8; Price 100 gp

Each creature regains 1 Hit Point every minute and gets a +1 bonus.

Type greater; Level 12; Price 400 gp

Each creature regains 2 Hit Points every minute and gets a +2 bonus.

Type major; Level 17; Price 3,000 gp

Each creature regains 3 Hit Points every minute and gets a +3 bonus.

Treasure Vault, page 54.

Open in the interactive list

Heartening Missive

Item 5+

abjuration consumable magical missive 

Usage held in 1 hand; Bulk —

Activate [>>] envision, Interact

Category Missive

You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours.

It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours.

If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non‑magical when it arrives. After imparting or losing its magic, the missive remains as a normal document.

Type bull heartening missive; Level 6; Price 50 gp

Folded into a bull, this missive grants the recipient a sense of solidity. The recipient gains a +1 item bonus to Fortitude saves for the next 24 hours.

Type butterfly heartening missive; Level 5; Price 25 gp

Folded into a delicate butterfly, this missive grants the recipient a sense of grace and poise. Once during the next 24 hours, when the recipient fails a Diplomacy or Performance check, they can improve the result from a failure to a success or from a critical failure to a failure. This is a fortune effect.

Type rabbit heartening missive; Level 6; Price 50 gp

Folded into a rabbit sitting on its haunches, this missive grants the recipient a sense of mischief and agility. The recipient gains a +1 item bonus to Reflex saves for the next 24 hours.

Type turtle heartening missive; Level 6; Price 50 gp

Folded into a square‑shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will saves for the next 24 hours.

Treasure Vault, page 85.

Open in the interactive list

Heated Cloak

Item 5

uncommon 

Price 160 gp

Usage worn cloak; Bulk L

Category Worn Item

This fine cloak is lined with tiny tubes of slowly reacting alchemical reagents. These chemicals generate heat, which is circulated throughout the cloak by the wearer's movements.

While active, the wearer is protected from severe cold. The cloak offers no protection from extreme or incredible cold. It operates for 24 hours and can be reset with a simple process that takes 1 minute.

Guns & Gears, page 87.

Open in the interactive list

Heavy Ballista

Item 8

uncommon huge mounted 

Price 900 gp; Ammunition heavy ballista bolt (3 gp, 3 Bulk)

Usage mounted; Space 12 feet high, 15 feet long, 12 feet wide

Crew 3 to 6

AC 22; Fort +18, Ref +12

Hardness 15, HP 80 (BT 40); Immunities object immunities

Speed 15 feet (pulled or pushed)

Capable of launching bolts the size of fully grown trees, a heavy ballista is best suited to smashing down castle gates, walls, or similar fortifications.

Aim [>>] 60 feet, minimum distance 40 feet
Load [>>] (manipulate) 3 times, requires a successful DC 20 Athletics check.

4d12 piercing, single target, DC 19 Reflex

Guns & Gears, page 75.

Open in the interactive list

Heavy Bombard

Item 9

uncommon gargantuan 

Price 1,400 gp; Ammunition large stone spheres (8 gp, 16 Bulk)

Usage mounted (black powder); Space 6 feet high, 17 feet long, 6 feet wide

Crew 3 to 6

AC 23; Fort +18, Ref +10

Hardness 18, HP 50 (BT 25); Immunities object immunities

Speed 10 feet (pulled or pushed)

A heavy bombard looks like little more than a large metal cylinder, resembling the barrel of a firearm so large that it's immobile. The sheer size of the weapon allows it to strike far and hard.

Aim [>>>] 50 feet, minimum distance 50 feet
Load [>>] (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch [>] (manipulate, range increment 250 feet) 7d10 bludgeoning, 20-foot burst, DC 25 Reflex.

Guns & Gears, page 175.

Open in the interactive list

Heavy Crossbow

Item

Price 4 gp

Bulk 2

Damage 1d10 piercing

Ammunition Bolt; Range 120 ft.; Reload 2

Hands 2

Category Simple Ranged Weapon; Group Bow

This large crossbow is harder to load and more substantial than a regular crossbow, but it packs a greater punch.

Core Rulebook, page 281.

Open in the interactive list

Heavy Musical Instrument

Item

Price 2 gp

Bulk 16

Hands 2

Category Adventuring Gear

Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.

Main Item: Musical Instrument

Core Rulebook, page 288.

Open in the interactive list

Heavy Power Suit

Item

uncommon bulwark 

Bulk 3

AC Bonus +5; Dex Cap +1

Strength 16; Check Penalty –2; Speed Penalty –10 ft.

Category Heavy Armor; Group Composite

If your Strength score is at least 16, you remove the Speed penalty entirely instead of reducing it to –5 feet.

This armor is exclusive to the Inventor class with the Armor innovation and the Heavy Construction breakthrough armor modification. While you may be able to wear this armor as a different class, everyone but the creator of the armor is untrained in it, even if they would normally be trained (or better) in heavy armor.

Guns & Gears, page 16.

Open in the interactive list

Heavy Rondache

Item

Price 4 gp

Bulk 1

AC Bonus +1; Hardness 5; HP 24; BT 12

Category Shield; Group Shield

Similar in size to a buckler, this steel shield is intended to absorb as many blows as possible instead of deflecting attacks. It features multiple layers of metal and is reinforced with additional wood.

Treasure Vault, page 21.

Open in the interactive list

Part: 1 2 3 4

#ABCDEFGHIJKLMNOPQRSTUVWXYZ