60 items, from Ice Forge to Inubrix Weapon.
Part: 1 2
Ice Forge · Ice Slick Snare · Ichthyosis Mutagen · Icicle Thousand-Pains Fulu · Icy Disposition · Idolis Liativeirn Emblem · Ignitor · Illuminated Folio · Immaculate Holsters · Immolation Clan Pistol · Immortal Bastion · Immovable · Immovable Arm · Immovable Potion · Immovable Rod · Immovable Tripod · Imp Shot · Impact Foam Chassis · Impactful · Impactful · Impenetrable Scale · Impenetrable Swarmsuit · Implacable · Implosion Dust · Impossible · Impossible Cake · Impossible Cake · Imprint Waffle Iron · Impulse Control · Incense Of Distilled Death · Incredible Handheld Spirit-Singer · Incredible Spirit-Singer · Indestructible Shield · Indigo Colorful Coating · Indomitable Keepsake · Indomitable Keepsake · Inexplicable Apparatus · Infernal Health · Infiltrator Replacement Picks · Infiltrator Thieves' Tools · Infiltrator's Accessory · Infiltrator's Elixir · Injection Reservoir · Injection Spear · Inquisitive Quill · Insight Coffee · Insistent Door Knocker · Insistent Door Knocker · Inspiring Spotlight · Instant Evisceration Snare · Instant Fortress · Instant Spy · Instinct Crown · Instructions For Lasting Agony · Inubrix · Inubrix Armor · Inubrix Chunk · Inubrix Ingot · Inubrix Shield · Inubrix Weapon
Item 11
Price 1,300 gp
Bulk L (when not activated)
Activate 1 minute envision, Interact; Requirements The ice forge is in forge form
Category Structure
While many of the magical wonders created by graefiadeik kar have been destroyed, ice forges, while rare, still see use today among the few individuals who manage to discover and keep one of these portable treasures. When an ice forge isn't activated, it appears to be a small anvil carved from a lump of ice no larger than an apple. While in this state, the ice forge remains cold to the touch but doesn't melt in the presence of high temperatures. It can be used to chill a beverage in a small container, although those who venerate and respect these items' legacy would doubtless find this use to be insulting at best.
Item 4
Price 40 gp
Category Snare
Using a moderate frost vial as a catalyst, this snare spills out over the ground when triggered to create a slippery patch of ice on the ground. When a creature triggers this snare, it takes 2d6 cold damage and must attempt a DC 22 Reflex saving throw.
PFUM.
Item 5
Price 24 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
After you drink this mutagen, your skin continually renews itself, thickening into large, scaly patches.
Benefit For 1 minute, you gain fast healing 2 and automatically succeed at flat checks to recover from persistent bleed damage.
Drawback Your thickened skin makes quick movement difficult, and your excess skin flakes off with the slightest movement.
You take a –2 penalty to Reflex saves for 1 minute. Any creature attempting to Track you in the next 24 hours gains a +4 circumstance bonus to their check.
Item 14
Price 630 gp
Usage affixed to a creature; Bulk —
Duration 1 minute
Category Consumable
Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu's type.
Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu's duration.Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target's ki warps and drains. On a failure or critical failure, if the target takes damage from a poison or disease effect or becomes sickened, it takes 2d6 persistent cold damage. These effects have the cold trait.
Main Item: Thousand-Pains FuluTreasure Vault, page 79.
Item 11
Devil gelugon; Decipher Writing Nature, Games Lore
Category Contract
Your flesh looks no different, but is cold to the touch.
Benefit You gain cold resistance equal to your level and a +1 status bonus to saving throws against mental effects.
Payment Liquids in your possession, including potions and liquid alchemical items, freeze over the course of 1 minute and thaw 1 minute after they leave your possession. Frozen potions and elixirs take 1 minute to consume.
Hidden Condition (conjuration, teleportation) No more than once per week, the gelugon can move you like a piece on a game board to advance its schemes. The gelugon can appear and transport you and any items you're wearing and holding from your current space to a clear space within 500 feet (the gelugon need not see this location, but must know its relative location and distance from you). This effect doesn't transport any other creatures. The gelugon is unlikely to place you in a less dangerous space than the one you left.
Termination Clause The contract provides you the benefits of "the eternal ice of Cocytus." If you travel to Cocytus, Hell's seventh layer, and stand within an area at least 100 feet across that contains no ice and has a temperature above freezing, the contract is void. Such locations are exceptionally rare in Cocytus, and the efforts to create such an area are likely to attract unpleasant attention.
Item 3
Price 60 gp
Usage tattooed on the body; Bulk —
Category Tattoo
These tattoos are created using designs and techniques from Liativeirn culture. Such tattoos often depict the Liativeirn rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Liativeirn iconography.
The tattoo allows you to understand and speak Liativeirn. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Liativeirn to someone who understands it.
Each description lists the school of each Liativeirn emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Virokral magic that was once so prevalent in Geifu, these tattoos lack a symbol of divination.
This rune of conjuration can cast thoughtful gift (Advanced Player's Guide 226).
Main Item: Liativeirn EmblemTreasure Vault, page 123.
Item 1
Price 5 gp
Usage held in 1 hand; Bulk -
Category Held
An ignitor uses interlocking clockwork to create a small spark in order to ignite flammable materials. While holding the ignitor, you can Interact with it to ignite a flammable object within reach.
Guns & Gears, page 88.
Item 14
Price 4,200 gp
Bulk L
Category Grimoire
The pages of this part-spellbook, part-bestiary are illustrated with all manner of creatures, magical and mundane. The illustrations shift and move around the page when examined.
They can also fold themselves up to pass through spaces only an inch or so wide as part of their movement.
Treasure Vault, page 112.
Item 3
Price 52 gp
Usage worn; Bulk L
Category Holster Customization
This pristine leather belt is made of treated and polished black leather with silver fittings; it features a pair of matching leather holsters that can each fit a one-handed firearm or hand crossbow.
Guns & Gears, page 180.
Item 10
Usage held in 1 hand; Bulk 1
Category Held
This charred and blackened +2 striking clan pistol is coated in a thick layer of soot and grease and its retort sounds uncomfortably like a scream. Clearly at dangerous risk of misfire, this weapon claimed the life of its dwarven crafter shortly after completion and is haunted by that pained spirit.
This ever-burning spirit keeps the firearm warm to the touch, regardless of surrounding environment.
No matter how much you clean and maintain it, an immolation clan pistol is always at risk of a misfire, and the flat check to avoid a misfire is DC 7 rather than DC 5.
On a misfire, an immolation hand cannon releases a blast of concentrated fire, dealing you 2d6 fire damage and 2d6 persistent fire damage.
An immolation clan pistol fuses with you when you first fire it. While you're fused with the immolation clan pistol, the pained spirit haunts your dreams, forcing you to relive its death each night. If you fired the immolation clan pistol that day, you are unharmed by these dreams. If you didn't fire the immolation clan pistol that day, but still possess it, you awaken fatigued. If you no longer possess the immolation clan pistol, the spirit of its dwarven smith is enraged by your neglect; you awaken fatigued and aflame, taking 2d6 persistent fire damage.
Guns & Gears, page 160.
Item 20
Price 70,000 gp
Usage worn armor; Bulk 5
Category Armor
This impressive +3 greater resilient greater fortification bastion plate is built like an impregnable castle, with multiple layers of defense and no weak points. When you activate the armor's deflect melee trait, you gain a +2 circumstance bonus to AC against melee attacks instead of +1, and you gain 10 temporary Hit Points that last until the start of your next turn.
Treasure Vault, page 15.
Rune 12
Price 1,800 gp
Usage etched onto armor
Category Rune
This rune utilizes magical principles used in an immovable rod (Core Rulebook 574).
Treasure Vault, page 12.
Item 9
Price 700 gp
Usage worn; Bulk 1
Category Prosthesis Assistive Item
The flat iron bar of an immovable rod has been worked into the core frame of this prosthetic arm, a small button discreetly placed at the heel of the hand.
LOTGB, page 73.
Item 10
Price 160 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
When you drink the thick, slate-colored immovable potion, you become anchored in place, even defying gravity, rendering you immobilized for 1 minute or until you Dismiss the activation.
While you are immobilized this way, the DC to move you from your place, including knocking you prone, is 40.
Treasure Vault, page 90.
Item 9
Price 600 gp
Usage held in 1 hand; Bulk 1
Category Held
This flat iron bar is almost completely nondescript, except for one small button appearing on its surface.
Core Rulebook, page 574.
Item 10
Price 700 gp
Bulk 1
Category Stabilizers Customization
This copper tripod with an immovable rod at its core is a perfect example of engineering ingenuity applied to magic items, adapting the eccentric power of an immovable rod for the pragmatic use of stabilizing weapons without the need for solid ground on which to stabilize them. In addition to extraplanar and aquatic environments, these devices have seen use by flying and climbing snipers who would otherwise have no way to mitigate their weapons' fierce kickback.
Guns & Gears, page 182.
Item 5
Price 24 gp
Ammunition any
Activate command
Category Consumable
This black‑and‑red ammunition contains an egg‑shaped capsule. When an activated imp shot hits, the capsule cracks open and releases a manifestation that resembles a Tiny imp that can't act in any way or provide benefits outside those described here.
If the Strike misses the target, the imp appears, makes a rude gesture at you, and vanishes in a puff of sulfuric smoke. On a hit, though, the imp harries the target for up to 1 minute, remaining in the target's space, slapping, nipping, hurling insults, and moving with the target as it moves. A creature harried by the imp is flat‑footed and takes a –2 circumstance penalty to attack rolls and skill checks. At the start of your turn on each round while the imp is active, you must attempt a DC 11 flat check. On a failure, the imp makes a final vulgar gesture at the target and vanishes in a cloud of brimstone.
Treasure Vault, page 82.
Item 1+
Usage worn over armor and clothes; Bulk L
Category Consumable
While you're wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The impact foam decreases the falling damage by up to the listed amount, taking damage equal to the amount of falling damage the foam reduced. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you're surrounded in foam, you are immobilized and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an Escape DC of 15; a creature can also remove it by spending three Interact actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points.
Type lesser; Level 1; Price 3 gp
A lesser impact foam chassis prevents up to 20 falling damage and has 20 Hit Points.
Type moderate; Level 4; Price 15 gp
A moderate impact foam chassis prevents up to 50 falling damage and has 40 Hit Points.
Type greater; Level 9; Price 150 gp
A greater impact foam chassis prevents up to 100 falling damage and has 100 Hit Points.
Type major; Level 14; Price 650 gp
A major impact foam chassis prevents up to 200 falling damage and has 200 Hit Points.
Guns & Gears, page 70.
Rune 10+
Usage etched onto a weapon
Category Rune
This rune thrums with pure magical energy. Weapons with the rune deal an additional 1d6 force damage on a successful Strike. On a critical hit, you can choose to force the target to succeed at a DC 27 Fortitude save or be pushed 5 feet away from you.
Type impactful; Level 10; Price 1,000 gp
Type greater impactful; Level 17; Price 15,000 gp
The save DC is 37, and on a failed save, the foe is pushed 10 feet away from you.
Secrets of Magic, page 185.
Rune 10
Price 1,000 gp
Usage etched onto a weapon
Category Rune
This rune thrums with pure magical energy. Weapons with the rune deal an additional 1d6 force damage on a successful Strike. On a critical hit, you can choose to force the target to succeed at a DC 27 Fortitude save or be pushed 5 feet away from you.
Main Item: ImpactfulSecrets of Magic, page 185.
Item 17
Price 12,800 gp
Usage worn armor; Bulk 3
Category Armor
Made of overlapping, lustrous black scales of standard-grade adamantine, this +2 greater resilient fortification adamantine scale mail seems to momentarily thicken at the point of impact when hit. Whenever the armor's fortification rune successfully turns a significant foe's critical hit into a normal hit, one of the scales on the armor turns violet. You gain resistance to physical damage equal to the number of violet scales, to a maximum of 8.
At dawn each day, all the violet scales return to normal.
Craft Requirements The initial raw materials must include 1,600 gp of adamantine.
Core Rulebook, page 558.
Item 8
Price 420 gp
Usage attached
Category Armor Adjustment
These thick, overlapping layers of clothing are coupled with a matching hat, outfitted with mesh netting around its wide brim to keep you safe from insects. You gain resistance 3 to physical damage from swarms. Explorer's clothing altered in this way has a Dexterity cap of +2, check penalty of –1, and Speed penalty of –5 feet regardless of your Strength.
An impenetrable swarmsuit is made of expensive, finely crafted mesh designed to completely prevent swarms from getting inside. You gain resistance 10 to physical damage from swarms while wearing an impenetrable swarmsuit, rather than 3.
Main Item: SwarmsuitLOTGB, page 93.
Rune 11
Price 1,200 gp
Usage etched onto medium or heavy armor
Category Rune
This substantial rune makes you difficult to hold back.
Whenever you are affected by an effect that lasts until you Escape (for instance, from the Grapple action or a tanglefoot bag), you become quickened. You can use the extra action each round only to Step or Escape.
LOTGB, page 80.
Item 6+
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It's effective at weakening water elementals, air elementals, oozes, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size.
Critical Success The dust becomes inert, and the creature returns to its normal size.Success The target increases in size one step, up to its normal size. If it's at its normal size after the increase, the effect ends.Failure The target decreases in size one step, to a minimum of Tiny. The reach of each of its Strikes decreases by 5 feet, to a minimum of 5 feet if the creature is Small or larger, or a minimum of 0 feet if the creature is Tiny.Shrinking also imposes a status penalty to the creature's physical melee damage. This penalty is –2 for every step lower than its normal size the creature is.Critical Failure As failure, but the target decreases in size by two steps.Type lesser; Level 6; Price 40 gp
The save DC is 20.
Type moderate; Level 12; Price 370 gp
The save DC is 29.
Type greater; Level 18; Price 4,100 gp
The save DC is 38.
Treasure Vault, page 54.
Rune 20
Price 70,000 gp
Usage etched onto a weapon
Category Rune
This rune makes a weapon capable of impossible offense and defense. The etched weapon is immune to dispel magic and similar effects that could counteract its magic. If it's a ranged weapon or thrown weapon, its range increment is doubled.
Treasure Vault, page 33.
Item 3
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
This sleight-of-hand for the taste buds is flavored with absinthe and honey and always resembles something completely unlike a cake, from a pile of armor to a bowl of soup. Eating the cake gives you the confidence to make the impossible seem possible: for 10 minutes after the meal, you gain a +2 item bonus to your Deception checks to Impersonate, as well as to Lie to convince others that you possess knowledge about the type of item that the cake resembles.
Type impossible cake; Level 3; Price 5 gp
Type greater impossible cake; Level 9; Price 25 gp
The item bonus is +3 and the effect lasts 30 minutes.
Type major impossible cake; Level 17; Price 2,500 gp
The item bonus is +4 and the effect lasts 1 hour.
LOTGB, page 46.
Item 3
Price 5 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
This sleight-of-hand for the taste buds is flavored with absinthe and honey and always resembles something completely unlike a cake, from a pile of armor to a bowl of soup. Eating the cake gives you the confidence to make the impossible seem possible: for 10 minutes after the meal, you gain a +2 item bonus to your Deception checks to Impersonate, as well as to Lie to convince others that you possess knowledge about the type of item that the cake resembles.
Main Item: Impossible CakeLOTGB, page 46.
Item 1
Price 2 gp
Bulk 1
Category Adventuring Gear
This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook.
The plates of this waffle iron feature a noble insignia, a religious symbol, or other design to imprint onto the pastry.
Main Item: Waffle IronLOTGB, page 93.
Item 1
Price 5 gp
Category Wheelchair Upgrade Assistive Item
The magical impulse control upgrade attaches the wheelchair to your fingers or nerve impulses, making it accessible for those with mobility restrictions or other health conditions.
You still can't move the wheelchair if you're physically or magically prevented from doing so, such as by being grabbed or magically paralyzed.
LOTGB, page 71.
Item 12
Price 350 gp
Usage held in 1 hands
Activate Interact
Category Consumable
This black incense smells of fresh earth and ash. You activate the incense by lighting it, whereupon it fills a 10-foot emanation with oily smoke and potent negative energy. Undead creatures, including incorporeal undead, gain fast healing 4 while in the area; though this healing comes from negative energy, it doesn't negatively impact living creatures. Once lit, the incense burns for 1 minute, and it can't be extinguished.
Advanced Player’s Guide, page 257.
Item 12
Price 1,650 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 +2 item bonus to Performance checks. While playing a spirit-singer, you also gain a +2 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. While playing the incredible spirit-singer, you can notice haunts that normally require you to have a master proficiency in Perception to detect. 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-SingerGuns & Gears, page 83.
Item 11
Price 1,250 gp
Bulk 16
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 +2 item bonus to Performance checks. While playing a spirit-singer, you also gain a +2 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. While playing the incredible spirit-singer, you can notice haunts that normally require you to have a master proficiency in Perception to detect. 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-SingerGuns & Gears, page 83.
Item 18
Price 24,000 gp
Usage held in 1 hand; Bulk 1
Category Shield; Group Shield
An indestructible shield is a high-grade adamantine shield (Hardness 13, HP 90) that can withstand just about any damage. It can be damaged only by a disintegrate spell (roll damage as if against a creature that failed its save) or by an artifact tied to destruction, such as a sphere of annihilation.
Craft Requirements The raw materials must include at least 4,400 gp of adamantine.
Core Rulebook, page 588.
Item 3
Price 10 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand.
It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted.
Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object's Hardness as 2 lower and deals 1d4 acid damage to the object each round. The damage this coating deals remains after the coating becomes inert.
Main Item: Colorful CoatingTreasure Vault, page 52.
Item 3+
Usage affixed to armor; Bulk –
Activate envision; Trigger You're critically hit by a firearm attack.
Category Talisman
This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 10, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can't reduce the damage below the amount it would deal on a normal hit.
Type indomitable keepsake; Level 3; Price 12 gp
Type greater indomitable keepsake; Level 9; Price 120 gp
When you activate a greater indomitable keepsake, you reduce the damage from a firearm critical hit by 20 instead of reducing it by 10.
Type major indomitable keepsake; Level 15; Price 1,200 gp
When you activate a major indomitable keepsake, you reduce the damage from a firearm critical hit by 30 instead of reducing it by 10.
Guns & Gears, page 185.
Item 3
Price 12 gp
Usage affixed to armor; Bulk –
Activate envision; Trigger You're critically hit by a firearm attack.
Category Talisman
This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 10, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can't reduce the damage below the amount it would deal on a normal hit.
Main Item: Indomitable KeepsakeGuns & Gears, page 185.
Item 18
Price 19,000 gp
Usage worn garment; Bulk 2
Category Worn Item
This strange and intricate harness fits snugly to the torso.
Once you invest the apparatus, numerous artificial limbs with various tools, clamps, and lenses whirl into action, following your mental commands effortlessly.
When using this apparatus, you gain a +3 item bonus to Crafting checks to Craft, Earn Income, and Repair, and you reduce the minimum time required to Craft an item to 1 day. If you succeed at your Crafting check and spend more downtime to continue work on the item after the minimum number of days, each day you spend reduces the remaining raw material cost by an amount based on your level + 1 and your proficiency rank in Crafting; on a critical success, each day reduces the remaining raw material cost by an amount based on your level + 2 and your proficiency rank. If you are 20th level, on a critical success your progress is 50 gp, 100 gp, 200 gp, or 350 gp for trained, expert, master, or legendary proficiency, respectively.
Core Rulebook, page 612.
Item 15
Category Contract
You regain triple the normal number of Hit Points when resting (meaning you regain triple your Constitution modifier multiplied by your level). The healing you gain from long-term rest is similarly tripled. Once per day, from any distance, Vizux Naetron II can recite a voidability clause in your Naetron contract as a 1-minute activity to prevent you from regaining Hit Points from resting for 1 day.
LOL, page 10.
Item 3
Price 3 gp
Bulk —
Category Adventuring Gear
If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action.
Main Item: Replacement PicksCore Rulebook, page 288.
Item 3
Price 50 gp
Bulk L
Hands 2
Category Adventuring Gear
You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' 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.
Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices.
Main Item: Thieves' ToolsCore Rulebook, page 288.
Item 5
Price 150 gp
Usage held in 1 hand; Bulk 1
Category Held
This elegant +1 striking sword cane serves equally well as a fashionable accessory and hidden weapon suitable for highsociety events where weapons aren't typically permitted.
Activating the sword cane again releases the blade, allowing it to be drawn normally.
Advanced Player’s Guide, page 261.
Item 2
Price 6 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Favored by spies and tricksters, an infiltrator's elixir is used to alter your appearance. When imbibed, you take the shape of a humanoid creature of your size, but different enough so you might be unrecognizable. If you aren't a humanoid, you might take on a form more similar to your own, at the GM's discretion.
The creator of the elixir decides the basics of the appearance you transform into when you imbibe the elixir, including eye color, skin tone, and hair color. The elixir can't change your form into that of a specific person. After the form takes hold, you retain it for the next 10 minutes.
Drinking this elixir counts as setting up a disguise to Impersonate. You gain a +4 status bonus to your Deception DC to avoid others seeing through your disguise, and you add your level to this DC even if untrained.
Core Rulebook, page 548.
Item 1
Price 10 gp
Usage applied to a non-injection melee weapon that deals piercing damage; Bulk L; Bulk L
Category Adjustment
This reservoir and spring-loaded needle can be attached to a weapon to let it inject deadly poisons. Additionally, the reservoir can be filled with an injury poison. Immediately after a successful attack with the adjusted weapon, you can inject the target with the loaded poison by activating the reservoir with an Interact action. Refilling the reservoir with a new poison requires 3 Interact actions and uses both hands.
Adding an injection reservoir to a weapon throws off its balance, causing the multiple attack penalty with the weapon to be one greater than usual (usually –6 on a second attack and –11 on a third; or –5 and –10 with an agile weapon).
Treasure Vault, page 63.
Item 0
Price 3 gp
Bulk 1
Damage 1d8 piercing
Hands 2
Category Martial Melee Weapon; Group Spear
A hollow receptacle inside this spear's head can store a single dose of poison. A sliding trigger along the spear's shaft can inject the loaded poison into a damaged target.
Guns & Gears, page 63.
Item 4
Usage held in 1 hand or free-standing; Bulk —
Category Held
Perception +11; precise vision 60 feet, imprecise hearing 30 feet
Communication speech (five languages)
Skills Arcana +12, Nature +9, Occultism +10, Religion +9, Scribing Lore +12, Society +10
Int +4, Wis +3, Cha +1
Will +11
A colorful feather adorns an inquisitive quill, which never runs out of ink. Essentially a Tiny construct, an inquisitive quill can stand on its own when given a surface, balancing as it writes or stands. (Drawing a line gives it an effective Speed of 5 feet.) It has strong curiosity, eagerly writing any information offered to it, often acting as a scribe for its partner. The quill copies text and drawings it can see or transcribes dictation it hears. It writes at a rate that rivals that of an expert scribe.
Treasure Vault, page 194.
Item 6+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation.
For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it (Advanced Player's Guide 58). You also gain an item bonus to checks to Recall Knowledge with a skill determined by the blend chosen when the item is crafted.
Type lesser; Level 6; Price 40 gp
The item bonus is +2.
Type moderate; Level 12; Price 375 gp
The item bonus is +3.
Type greater; Level 19; Price 7,500 gp
The item bonus is +4.
Treasure Vault, page 49.
Item 6+
Usage held in 1 hand; Bulk 1
Category Held
This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. Placing the door knocker on the surface of a door (an Interact action) causes it to attach and remain in place. While in place, the door knocker whispers hints to you while you attempt to unlock the door, granting a +1 item bonus to Thievery checks to Pick a Lock.
Removing the door knocker from a surface requires you to use an Interact action.
Type insistent door knocker; Level 6; Price 225 gp
Type greater insistent door knocker; Level 11; Price 1,250 gp
The item bonus is +2, and the door knocker can penetrate up to 5 feet of material when activated.
Type major insistent door knocker; Level 17; Price 13,500 gp
The item bonus is +3, and the door knocker can penetrate up to 10 feet of material when activated.
LOCG, page 72.
Item 6
Price 225 gp
Usage held in 1 hand; Bulk 1
Category Held
This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. Placing the door knocker on the surface of a door (an Interact action) causes it to attach and remain in place. While in place, the door knocker whispers hints to you while you attempt to unlock the door, granting a +1 item bonus to Thievery checks to Pick a Lock.
Removing the door knocker from a surface requires you to use an Interact action.
LOCG, page 72.
Item 9
Price 650 gp
Usage held in 2 hands; Bulk 3
Category Held
An inspiring spotlight is a bulky contraption consisting of a drum-shaped metal housing around several reflective metal plates. Two handles on either side, each with a small button, allow you to aim the spotlight outward from your body.
Snare 20
Price 10,000 gp
Category Snare
When a creature enters the snare's square, the snare releases an unbelievable arsenal of blades, dealing 24d8 piercing damage (DC 45 basic Reflex).
Core Rulebook, page 590.
Item 16
Price 9,300 gp
Bulk L (when not activated)
Category Structure
This metal cube is small enough to fit in your palm. Close inspection reveals fine lines in the dark gray metal, as though the cube were folded thousands of times.
The fortress is 20 feet square and 30 feet high, with adamantine stairs leading up to three sets of battlements at heights of 10 feet and 20 feet and at the top. Arrow slits along the lower battlements and crenelations at the top provide standard cover to anyone within the fortress. There's no roof, leaving an open, 10-foot-square vertical shaft through the center of the structure.
As a magical structure, the fortress has the structure trait.
Because it expands outward, the fortress can't catch creatures inside it as a magical structure normally does. Instead, it pushes those creatures back. It can't push a creature into a surface or hazard this way, and stops expanding if that would happen.
The fortress has a single door in the center of one wall on the ground level, and the door appears directly in front of you when you activate the fortress. Provided you're within 100 feet of the door, you can cause the door to open or slam shut and lock by spending a single action to issue a verbal command, which has the auditory trait. The DC to Force Open the door or Pick its Lock is 40.
You can instantly return the instant fortress to its cube form by spending a single action to issue a verbal command, which has the auditory trait. Once deactivated, the fortress can't be activated again for 4 hours.
If the fortress becomes damaged, it can be repaired only with a remake spell or by someone who is legendary at Crafting.
Core Rulebook, page 596.
Item 2
Price 5 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
An instant spy is a tiny clockwork device that is small enough to be easily hidden. It contains the same audio-recording mechanisms as a clockwork spy, as well as a short-lived gemstone that can store up to 1 hour of sound to play back later.
Once you have activated the instant spy, it surreptitiously begins recording all the sounds around it for an hour. In general, it can hear sounds that are clearly audible in the location where you activated it, but not sounds that would require a Perception check with a DC of 10 or greater to hear. The GM determines exactly what the instant spy can hear and record, as well as whether or not the recording is clear in a situation where the original sound is quiet, distorted, or intentionally obscured.
When the recording is complete, once within the next 24 hours, you or another creature can use an Interact action to play back the stored audio in its entirety, after which the gem crumbles to dust. If no one plays the recorded sounds back within 1 day, the gem crumbles into dust anyway.
This prevents the information from falling into the wrong hands later. It's typical to use the Conceal an Object action to hide an instant spy in a location once you've activated it, since if you don't hide it, it's relatively easy to discover in a thorough search, despite the fact that it's small and relatively unobtrusive.
Guns & Gears, page 70.
Item 10
Price 900 gp
Usage worn headwear; Bulk L
Category Worn Item
An instinct crown is a magical headpiece imbued with the essence of instincts that barbarians draw upon in combat. Each crown is fashioned to represent the instinct it's tied to, such as a wolf's head for an animal instinct crown or a simple helmet with Jotun runes for a giant instinct crown. When worn, the crown allows you to tap further into your instincts, granting you even greater benefits if the crown's essence matches your instinct. You must be able to Rage to use the crown's activations.
Animal: Your bestial instincts take over, granting you greater ferocity. You can Stride as part of the activation, and you gain 10 additional temporary Hit Points. Until the end of your rage, you deal 3 additional damage with your animal's unarmed attacks, and those unarmed attacks gain the deadly d8 trait.
Dragon: The might of dragons surrounds you in the form of dancing flames, whirling ice, or another appropriate manifestation. Until the end of your rage, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 damage each time they do. The damage type is that of your dragon's breath weapon.
Fury: Your boundless fury allows you push past your natural limits, moving with unmatched speed. You become quickened until the end of your rage. You can use your extra action only to Stride or Strike.
Giant: If you have the space to do so and aren't already, you become Large. Your equipment grows with you but returns to its natural size if removed. Increase your reach by 5 feet (or by 10 feet if you were Tiny). You deal 2 additional damage when using your larger weapon. Also, when you Stride along the ground, you can shatter the earth with your footfalls, and any squares you move through become difficult terrain. You ignore the difficult terrain you create. The ground reverts to normal when your rage ends.
Spirit: You take on the partial form of a spirit, becoming somewhat incorporeal. Your raging resistance applies to all physical damage and poison damage, although you halve this resistance against magical attacks.
Superstition: Your body fights off the effects of magic with even greater effect. Until the end of your rage, when you attempt a saving throw against magic, roll twice and take the higher result. This is a fortune effect. Also, your raging resistance applies to all magic traditions while you rage.
Treasure Vault, page 152.
Item 5
Price 200 gp
Bulk L
Category Grimoire
This worn and stained manual emits a chill when opened.
Secrets of Magic, page 163.
Material 0+
Category Material
This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor.
Type inubrix chunk; Price 550 gp; Bulk L
Type inubrix ingot; Price 5,500 gp; Bulk 1
Type standard-grade inubrix object; Level 8; Price 400 gp per Bulk
Type high-grade inubrix object; Level 16; Price 6,500 gp per Bulk
LOTGB, page 98.
Item 11+
Usage worn armor; Bulk varies by armor
Category Material
Inubrix's malleable nature means armor crafted from it is less rigid than usual, though this slightly increased mobility comes at the cost of protection. Metal armor crafted from inubrix gains the flexible armor trait; its item bonus to AC decreases by 1 but its maximum Dexterity bonus increases by 1.
Type standard-grade inubrix armor; Level 11; Price 1,200 gp + 120 gp per Bulk; Craft Requirements The initial raw materials must include at least 150 gp of inubrix + 15 gp per Bulk.
Type high-grade inubrix armor; Level 18; Price 18,000 gp + 1,800 gp per Bulk; Craft Requirements The initial raw materials must include at least 9,000 gp of inubrix + 900 gp per Bulk.
LOTGB, page 98.
Material 0+
Price 550 gp
Bulk L
Category Material
This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor.
LOTGB, page 98.
Material 0+
Price 5,500 gp
Bulk 1
Category Material
This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor.
LOTGB, page 98.
Item 8+
Usage varies by shield
Category Material
Inubrix is much softer than steel, and it's atypical for it to be used to make shields. An item made by an unskilled smith will dent from a single blow and prove worthless on the battlefield. However, its yielding surface can entrap metal weapons. You can use an inubrix shield (or shield boss or shield spikes on an inubrix shield) to Disarm a metal item with the Athletics skill even if you don't have a free hand; doing so uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm a metal item using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
Type standard-grade inubrix buckler; Level 7; Price 320 gp; Bulk L; Craft Requirements inubrix worth at least 40 gp The shield has Hardness 2, HP 8, and BT 4.
Type standard-grade inubrix shield; Level 7; Price 352 gp; Bulk 1; Craft Requirements inubrix worth at least 44 gp The shield has Hardness 4, HP 16, and BT 8.
Type high-grade inubrix buckler; Level 15; Price 5,000 gp; Bulk L; Craft Requirements inubrix worth at least 2,500 gp The shield has Hardness 5, HP 20, and BT 10.
Type high-grade inubrix shield; Level 15; Price 5,500 gp; Bulk 1; Craft Requirements inubrix worth at least 2,750 gp The shield has Hardness 7, HP 28, and BT 14.
LOTGB, page 99.
Item 11+
Usage varies by weapon; Bulk varies by weapon
Category Material
While inubrix weapons don't pack the same punch as more durable weapons, they have the unique ability to bypass some of the protections offered by metal armors and shields.
A weapon crafted from inubrix reduces the weapon's damage die by 1 size. However, they ignore the resistance to damage from metal armor's armor specialization effects and the circumstance bonus to AC from metal shields.
Strikes with inubrix weapons don't trigger the Shield Block reaction from a metal shield. Weapons that normally deal 1d4 damage can't be crafted from inubrix.
Type standard-grade inubrix weapon; Level 11; Price 1,400 gp + 140 gp per Bulk; Craft Requirements at least 175 gp of inubrix + 17.5 gp per Bulk.
Type high-grade inubrix weapon; Level 17; Price 13,500 gp + 1,350 gp per Bulk; Craft Requirements at least 6,750 gp of inubrix + 675 gp per Bulk.
LOTGB, page 99.
Part: 1 2