15 items, from Inventor's Chair to Isolation Draught.
Part: 1 2
Inventor's Chair · Inventor's Fulu · investigating · Invisibility · Invisibility · Invisibility Potion · Invisibility Potion · Invisible Chain Shirt · Invisible Net · Iris Of The Sky · Iron Cube · Iron Cudgel · Iron Equalizer · Iron Medallion · Isolation Draught
Item 4
Aspects artistry and emotion (dedication)
Bulk 3
Category Wheelchair Assistive Item
Initially crafted by a gifted inventor who no longer had the use of their legs, the inventor's chair is a traveler's chair. It's a marvel of engineering, utilizing clockwork mechanisms to maneuver about. The chair comes equipped with wheel blades, and portions of its frame contain sterling artisan's tools. The inventor's chair might be a family heirloom or a gift from someone who inherited it. It could instead sit unused in its inventor's abandoned estate, awaiting another user.
Minor Gifts emotion surge, muse (Crafting)
Major Gifts emotion conduit, enthralling
Grand Gift artistic perfection (Crafting)
Treasure Vault, page 205.
Item 6
Price 50 gp
Usage affixed to an innovation; Bulk —
Activate envision; Trigger You critically fail an action with the unstable trait.
Category Talisman
Some inventors in Moutriavriam put fried snacks near their innovations, a charm to make devices behave as intended. The practice rubbed off on other inventors, who replaced the food with a drawing on an inventor's fulu. When you Activate the fulu, your critical failure becomes a failure, and you can spend just 1 minute to return your innovation to full functionality.
The fulu then burns up, and its effects end.
Treasure Vault, page 78.
Item 12
Price 1,750 gp
Usage held in 1 hand; Bulk –
Activate Interact
Category Held
An exploration lens is a magical glass lens designed for a bull's-eye lantern. When light from the lantern passes through the lens, it alters the light to make it easier to perform a common exploration activity with the lantern. You can find more information about exploration activities related to these lenses on page 496 of the Core Rulebook. Alternatively, an exploration lens can be installed in a wayfinder like an aeon stone. In this case, light (such as that from a lantern, torch, or light spell) must still pass through the lens and you must hold the wayfinder in your hand for it to function.
There are several different types of exploration lens, each granting benefits with a different type of exploration activity.
Each type of lens is distinguishable from all the other types by holding it up to a bright light.
The outer rim of this lens glows faintly when held up to the light. While activated, the lens grants you a +1 item bonus to skill checks to Recall Knowledge while Investigating by outlining potential clues in a way that triggers your memory. If you're Investigating something while using the lens, you can always roll a Recall Knowledge skill check appropriate to the investigation for initiative.
Main Item: Exploration LensRune 8+
Usage etched onto light armor
Category Rune
Light seems to partially penetrate this armor.
Type invisibility; Level 8; Price 500 gp
Type greater invisibility; Level 10; Price 1,000 gp; Craft Requirements Supply one casting of invisibility.
You can activate the armor up to three times per day.
Core Rulebook, page 583.
Rune 8
Price 500 gp
Usage etched onto light armor
Category Rune
Light seems to partially penetrate this armor.
Core Rulebook, page 583.
Item 4
Price 20 gp
Usage held in 1 hand
Category Potion
When you drink this potion, you turn invisible for 10 minutes. Creatures can't see you, but they might be able for 10 minutes. Creatures can't see you, but they might be able to Seek to figure out your location (though they still need to succeed at a DC 11 flat check to target you). If you attack a creature or use another hostile action, the potion's magic ends as soon as your hostile action is completed.
Beginner Box, page 52.
Item 4
Price 20 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
An invisibility potion is colorless and oddly lightweight. Upon drinking it, you gain the effects of a 2nd-level invisibility spell.
Core Rulebook, page 563.
Item 13
Price 2,750 gp
Usage worn armor
Category Armor
This +2 resilient invisibility chain shirt is itself invisible. Other creatures can't see it at all, allowing you to wear it surreptitiously. Additionally, the armor's invisible composition is quieter and more comfortable than a normal chain shirt.
It loses the noisy trait and gains the comfort trait.
Secrets of Magic, page 186.
Item 7
Price 60 gp
Usage held in 1 hand
Activate Interact
Category Consumable
You activate this folded lace handkerchief by spreading it out on the ground, where it grows to cover a 30-footby- 30-foot square area. Pale and diaphanous, the spread handkerchief is exceptionally difficult to see from more than 30 feet away and evaporates entirely after 1 minute. Any creature that falls on the net doesn't take falling damage.
Item 6
Price 240 gp
Usage held in 2 hands; Bulk 2
Category Held
This +1 striking jezail is built from white hot metal and has a ruby fused into the palm wood stock. When the iris of the sky misfires, you take 5 persistent fire damage.
The first firearm of this type came as the result of a gunslinger who entreated an efreeti, wishing for the might of the desert sun. The weapon constantly glows and burns with a brilliant intensity. The firearm has since belonged to an extensive string of users and been replicated several times, though each wielder of the weapon, whether the original or one of its copies, has eventually ended up as a charred husk, slain by fire in battle or unusual accidents that no one could quite explain except, perhaps, the efreet.
Guns & Gears, page 165.
Item 6
Price 50 gp
Usage affixed to a weapon; Bulk —
Activate Knockdown; Requirements You are an expert with the affixed weapon.
Category Talisman
This cube of blackened iron is affixed to a weapon with an iron chain. When you activate the cube, you use Knockdown, as the fighter feat.
If you have the Knockdown feat, ignore its normal size restrictions.
Core Rulebook, page 567.
Item 14
Price 900 gp
Usage affixed to a weapon; Bulk —
Activate Brutal Finish
Category Talisman
You are a master with the affixed weapon.
This miniature iron cudgel is typically affixed to a weapon by an iron chain. When you activate the cudgel, you use Brutal Finish, as the fighter feat (page 151). You must meet the normal requirements, including those of the press trait.
If you have the Brutal Finish feat, add two additional weapon damage dice on a success or a failure.
Core Rulebook, page 567.
Item 12
Price 400 gp
Usage affixed to a weapon; Bulk —
Activate Certain Strike; Requirements You are a master with the affixed weapon.
Category Talisman
This small iron band has a shifting weight that helps equalize the affixed weapon's balance. When you activate it, you use Certain Strike, as the fighter feat. You must meet the normal requirements, including those of the press trait.
If you have the Certain Strike feat, the failure effect increases to deal the weapon's normal damage.
Core Rulebook, page 567.
Item 10
Price 175 gp
Usage affixed to armor; Bulk —
Activate envision; Trigger You attempt a; Requirements You have master proficiency in Will saves or have the bravery class feature.
Category Talisman
This small medallion is shaped like a shield.
When you activate it, you gain a +2 status bonus to saves against fear for 1 minute. On the triggering save, if the outcome of your roll is a failure, you get a success instead or if the outcome is a critical failure, you get a failure instead.
Core Rulebook, page 568.
Item 7
Price 55 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
Derived from steeping toxic highland plum pits in refined grain alcohols, this clear tonic slowly shuts down the imbiber's senses.
Saving Throw DC 25 Fortitude; Onset 10 minutes; Maximum Duration 30 minutes; Stage 1 dazzled, –3 to all Perception checks (1 minute); Stage 2 dazzled, deafened, –5 to all Perception checks (1 minute); Stage 3 blinded, deafened, –5 to all Perception checks (5 minutes)
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