Items: I (Part 2 of 2)

15 items, from Inventor's Chair to Isolation Draught.

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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

Inventor's Chair

Item 4

unique enchantment magical relic 

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.

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Inventor's Fulu

Item 6

consumable fulu magical talisman transmutation 

Price 50 gp

Usage affixed to an innovation; Bulk —

Activate [F] 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.

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investigating

Item 12

uncommon divination invested magical 

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 Lens

Strength of Thousands #3: Hurricane’s Howl, page 76.

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Invisibility

Rune 8+

illusion magical 

Usage etched onto light armor

Category Rune

Light seems to partially penetrate this armor.

Activate [>] command; Frequency once per day; Effect Whispering the command word, you become invisible for 1 minute, gaining the effects of a 2nd-level invisibility spell.

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.

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Invisibility

Rune 8

illusion magical 

Price 500 gp

Usage etched onto light armor

Category Rune

Light seems to partially penetrate this armor.

Activate [>] command; Frequency once per day; Effect Whispering the command word, you become invisible for 1 minute, gaining the effects of a 2nd-level invisibility spell.
Main Item: Invisibility

Core Rulebook, page 583.

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Invisibility Potion

Item 4

consumable illusion magical potion 

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.

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Invisibility Potion

Item 4

uncommon consumable illusion magical potion 

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.

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Invisible Chain Shirt

Item 13

evocation magical 

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.

Activate [>>] envision; Effect You Stride and turn partially invisible, becoming concealed until the end of your next turn or until you use a hostile action, whichever comes first. As normal, you can use the concealment from this activation to Hide.

Secrets of Magic, page 186.

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Invisible Net

Item 7

uncommon abjuration consumable magical 

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.

Extinction Curse #2: Legacy of the Lost God, page 74.

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Iris Of The Sky

Item 6

unique evocation magical 

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.

Activate [>] envision; Frequency once per minute; Effect You focus the solar energy housed in the ruby to release a gout of solar flame instead of a bullet. Make a Strike with the iris of the sky. All damage from this Strike is fire damage and the target takes an additional 1d6 fire damage and 1d6 persistent fire damage.
Activate [>>] command, envision (fortune); Frequency once per minute; Effect You make a wish into the iris of the sky, yearning for it to strike true, and then fire. Strike against a foe with the iris, rolling the attack roll twice and taking the better result. If the attack is a failure, you take 5 persistent fire damage.

Guns & Gears, page 165.

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Iron Cube

Item 6

consumable evocation magical talisman 

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.

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Iron Cudgel

Item 14

consumable evocation magical talisman 

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.

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Iron Equalizer

Item 12

consumable evocation magical talisman 

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.

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Iron Medallion

Item 10

abjuration consumable magical talisman 

Price 175 gp

Usage affixed to armor; Bulk —

Activate [F] 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.

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Isolation Draught

Item 7

uncommon alchemical consumable ingested poison 

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)

Age of Ashes #5: Against the Scarlet Triad, page 79.

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