22 items, from Jade Bauble to Juxtaposition Ammunition.
Jade Bauble · Jade Cat · Jade Serpent Wondrous Figurine · Jar Of Shifting Sands · Javelin · Javelin of Lightning · Jawbreaker Shield · Jax · Jellyfish Lamp · Jerkin Of Liberation · Jezail · Jiu Huan Dao · Jolt Coil · Jolt Coil · Journeybread · Journeybread · Judgment Thurible · Jug of Fond Remembrance · Juggernaut Mutagen · Juggling Club · Junk Bomb · Juxtaposition Ammunition
Item 8
Price 100 gp
Usage affixed to a melee weapon; Bulk —
Activate command; Requirements You are a master with the affixed weapon.
Category Talisman
This bit of jade is usually carved in the shape of a duelist, or sometimes a multi-armed creature.
When you activate the bauble, it magically draws the attention of foes. Until the start of your next turn, enemies within the reach of the weapon the talisman is affixed to are flat-footed.
Core Rulebook, page 568.
Item 2
Price 6 gp
Usage affixed to armor; Bulk —
Activate command; Trigger You fall or attempt an Acrobatics check to Balance; Requirements You are trained in Acrobatics.
Category Talisman
A thumb-sized feline carved of rare stone, the jade cat is typically worn as a pendant upon a suit of armor. For 1 minute after you activate the cat, you treat all falls as 20 feet shorter, you are not flat-footed when you Balance, and narrow surfaces and uneven ground are not difficult terrain for you.
Core Rulebook, page 568.
Item 7
Price 340 gp
Usage held in 1 hand; Bulk L
Category Held
Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals.
If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost.
This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper. The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes.
Main Item: Wondrous FigurineCore Rulebook, page 576.
Item 7
Price 320 gp
Usage held in 2 hands; Bulk L
Category Held
This small, ceramic jar is full, holding approximately a quarter gallon of sand.
When poured out, the jar immediately begins to conjure more sand. It is said, however improbably, that this jar is responsible for creating at least one desert in the world.
Secrets of Magic, page 186.
Item
Price 1 sp
Bulk L
Damage 1d6 piercing
Range 30 ft.
Hands 1
Category Simple Ranged Weapon; Group Dart
This thin spear is well balanced for throwing but is not designed for melee use.
Core Rulebook, page 281.
Item 9
Price 110 gp
Usage held in 1 hand; Bulk L
Activate command, Interact
Category Consumable
This item looks like a normal javelin carved with lightning-bolt motifs. If thrown without being activated, it wobbles in the air and fails to strike true. When you Activate the javelin, your command makes the carvings crackle with electricity. You then hurl the javelin. It shatters immediately after leaving your hand and unleashes its magic as a 4th-level lightning bolt originating from your space. The bolt deals 5d12 electricity damage and has a Reflex save DC of 25.
Craft Requirements Supply a casting of lightning bolt (4th level).
Core Rulebook, page 571.
Item 12
Price 1,650 gp
Usage held in 1 hand; Bulk 1
Category Held
This heavy bone shield is composed of a massive plate of dinosaur bone with jagged, tooth-like ridges ringing its edge. It has Hardness 12, HP 48, and BT 24. The ridges are unremovable +1 striking shield spikes that deal slashing damage instead of piercing damage.
While holding the jawbreaker shield, you gain a +3 item bonus to your Reflex DC to resist Swallow Whole attacks.
Item 8
Usage held in 2 hands; Bulk 1
Category Held
Perception +13; precise vision 30 feet, imprecise hearing 30 feet
Communication empathy
Skills Diplomacy +14, Survival +16
Int +1, Wis +5, Cha +3
Will +18
Jax was a caravan guard who died defending her charges from a pack of Muvraan cultists in the Spellscar Desert.
Her spirit of fury and hopelessness infused her weapon upon her death, imbuing the firearm with a fragment of her soul and intelligence. The rifle, upon awakening, remembered just enough of Jax's former life to think of her former wielder's name as her own.
Jax is a +1 striking fearsome piercing wind (Guns & Gears 159) whose driving purpose is to protect innocent travelers in the Spellscar Desert from raiders, bandits, and cultists. Jax allows any creature to wield her, but she doesn't reveal her intelligence or powers until she detects an innocent in danger or if her wielder has proven themselves a worthy champion of justice. If she deems a wielder to be unworthy, Jax uses her dominate ability to control the wielder until she can find a new one.
If ever used to attack an innocent traveler, or if, in Jax's opinion, the attack could be considered banditry, the weapon automatically misfires. If Jax witnesses an innocent harmed or killed, she empathically urges her wielder to avenge the victim. If the wielder doesn't comply, Jax attempts to cast dominate (below). Even if the dominate spell fails, Jax withholds all magical abilities, including the +1 weapon potency rune and striking rune, until her wielder redeems themself.
OoA2, page 77.
Item 0
Price 2 gp
Usage held in 1 hand; Bulk L
Category Held
These bioluminescent jellyfish are as bright as candles, come in a variety of colors, and can act as living lanterns. They dry up and die if removed from the water for more than 1 hour, but as long as they're allowed access to seawater, they can usually survive for up to 1 year by feeding on micronutrients.
Rarely, a well-treated jellyfish lamp might live longer and potentially develop stronger light or additional abilities.
LOWG, page 68.
Item 17
Price 14,000 gp
Usage worn armor; Bulk 1
Category Armor
This +2 greater resilient studded leather is traditionally inscribed with a symbol of either Saedrouk or Grarus. Its leather is light as silk, and its buttons and studs are gleaming crystal. While you wear it, you get a +15-foot item bonus to your Speed, and effects that attempt to impose penalties on your Speed must first counteract the jerkin of liberation or they have no effect on you.
In addition, you are hard to incapacitate. You use the jerkin's item level or your own level, whichever is higher, to determine effects of the incapacitation trait.
Item 1
Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth
Price 11 gp
Bulk 1
Damage 1d8 piercing
Ammunition rounds; Range 90 ft.; Reload 1
Hands 1
Category Martial Ranged Weapon; Group Firearm
Jezails are simple, efficient long guns developed in Stoubren that typically feature a custom stock and a flintlock firing mechanism. Though lacking the range and stopping power of an arquebus or the raw force of a harmona gun, the jezail is an elegant, well-balanced weapon suitable for a variety of combat situations. It's even possible to tuck it under one arm to fire a less accurate attack that uses only one hand.
Guns & Gears, page 151.
Item
Price 9 sp
Bulk 1
Damage 1d8 slashing
Hands 1
Category Martial Melee Weapon; Group Sword
This sword has a broad blade, along which are threaded nine heavy metal rings, leading some to call it the nine-ring sword. The rings add weight to the weapon for broad swings and clash together to make noise.
Treasure Vault, page 25.
Item 3+
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17.
Type jolt coil; Level 3; Price 60 gp
Type greater jolt coil; Level 8; Price 475 gp
Resistance when affixed to armor is 3, extra damage when affixed to a weapon is 1d6, and the spell DC is 24.
Type major jolt coil; Level 12; Price 1,750 gp
Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and the spell DC is 29.
Treasure Vault, page 126.
Item 3
Price 60 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17.
Treasure Vault, page 126.
Item 1+
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need for a day. If you subsist on nothing else for a week, you become temporarily immune to journeybread until you eat real food and drink water normally for 24 hours.
Type journeybread; Level 1; Price 3 gp
Type power journeybread; Level 4; Price 15 gp
In addition to the benefits of journeybread, power journeybread grants you a +1 item bonus to Athletics checks to Climb, Force Open, and Swim, and to Fortitude saving throws against being sickened. The number of minutes you can Hustle changes to your Constitution modifier × 20. These benefits last for 4 hours.
Treasure Vault, page 49.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need for a day. If you subsist on nothing else for a week, you become temporarily immune to journeybread until you eat real food and drink water normally for 24 hours.
Main Item: JourneybreadTreasure Vault, page 49.
Item 10+
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don't worship a deity or if your deity is true neutral. The spell DC of any spell cast by activating this item is 27.
Type greater judgment thurible; Level 17; Price 14,000 gp
The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 35.
Type major judgment thurible; Level 20; Price 65,000 gp
The additional damage from the rune granted by the thurible is 2d6, and the spell DC is 43.
Treasure Vault, page 126.
Item 4
Price 75 gp
Usage held in 1 hand; Bulk —
Category Held
This large jug always seems to contain just enough of the holder's favorite alcohol to share with a friend. As long as you're holding the jug, you gain a +1 circumstance bonus to Diplomacy checks. If you share a sip of the liquor from the jug with a creature, you gain a +2 circumstance bonus to your next Diplomacy check to Make an Impression or Request something from that creature any time within the next month.
Treasure Vault, page 115.
Item 1+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
After you drink this mutagen, your body becomes thick and sturdy. You exhibit a healthy glow, though you tend to be ponderous and unobservant.
Benefit You gain an item bonus to Fortitude saves and the listed number of temporary Hit Points. Whenever you are at maximum Hit Points for at least 1 full minute, you regain the temporary Hit Points.
Drawback You take a –2 penalty to Will saves, Perception checks, and initiative rolls.
Type lesser; Level 1; Price 4 gp
The bonus is +1, you gain 5 temporary Hit Points, and the duration is 1 minute.
Type moderate; Level 3; Price 12 gp
The bonus is +2, you gain 10 temporary Hit Points, and the duration is 10 minutes.
Type greater; Level 11; Price 300 gp
The bonus is +3, you gain 30 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead.
Type major; Level 17; Price 3,000 gp
The bonus is +4, you gain 45 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead, and your critical failures on Fortitude saves become failures instead.
Core Rulebook, page 548.
Item
Price 1 sp
Bulk L
Damage 1d4 bludgeoning
Hands 1
Category Simple Melee Weapon; Group Club
A juggling club is lighter than a typical club and balanced to be easily caught and thrown again by a juggler. While a juggling club deals less damage, the extra throwing distance its light weight allows is important for Juggling.
Extinction Curse #1: The Show Must Go On, page 77.
Item 1+
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A junk bomb deals the listed slashing damage, persistent bleed damage, and piercing splash damage. Many types grant an item bonus to attack rolls.
Type lesser; Level 1; Price 4 gp
The bomb deals 1d8 slashing damage, 1 persistent bleed damage, and 1 piercing splash damage.
Type moderate; Level 3; Price 12 gp
You gain a +1 item bonus to attack rolls. The bomb deals 2d8 slashing damage, 2 persistent bleed damage, and 2 piercing splash damage.
Type greater; Level 11; Price 275 gp
You gain a +2 item bonus to attack rolls. The bomb deals 3d8 slashing damage, 3 persistent bleed damage, and 3 piercing splash damage.
Type major; Level 17; Price 2,750 gp
You gain a +3 item bonus to attack rolls. The bomb deals 4d8 slashing damage, 4 persistent bleed damage, and 4 piercing splash damage.
PFUM.
Item 11
Price 225 gp
Ammunition any
Activate Interact
Category Consumable
Juxtaposition ammunition quivers with anticipation, as if the projectile wishes to constantly be in motion. When an activated juxtaposition ammunition hits a creature, it doesn't deal the Strike's normal damage. Instead, the target must succeed at a DC 28 Will save or be teleported to a safe, unoccupied square of your choice within 60 feet of its original position and within the weapon's first range increment. On a critical failure, the target is also sickened 1 from the gut-wrenching sensation of sudden movement. Any relocation from the juxtaposition ammunition is forced movement.
LOTGB, page 19.