Items: J

22 items, from Jade Bauble to Juxtaposition Ammunition.

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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

Jade Bauble

Item 8

consumable enchantment magical mental talisman 

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.

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Jade Cat

Item 2

abjuration consumable magical talisman 

Price 6 gp

Usage affixed to armor; Bulk —

Activate [F] 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.

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Jade Serpent Wondrous Figurine

Item 7

conjuration magical 

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.

Activate [>>] command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency (if any), appear in its entry below.

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 Figurine

Core Rulebook, page 576.

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Jar Of Shifting Sands

Item 7

conjuration earth magical 

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.

Activate [>] command, Interact; Effect You cause sand to pour out of the jar at a rate of 1 gallon per round. This doesn't end until the cap is placed back on the jar.
Activate [>>] command, Interact; Effect You quickly pour sand over an adjacent square, making it difficult terrain. You can't use either of the jar's activations for 1 minute.

Secrets of Magic, page 186.

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Javelin

Item

thrown 

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.

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Javelin of Lightning

Item 9

consumable electricity evocation magical 

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.

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Jawbreaker Shield

Item 12

uncommon abjuration magical 

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.

Activate [R] Interact; Trigger A creature attacks you with a jaws or fangs; Effect You make a shield bash Strike as a reaction against the attacker. If the shield bash hits, the target takes damage and must attempt a DC 31 Fortitude saving throw. The effects of the saving throw are determined after the effects of the triggering Strike are resolved.Success The target is unaffected.Failure You wound the target's mouth. It takes 1d6 persistent bleed damage and takes a –2 status penalty to attack and damage rolls with jaws, fangs, or similar Strikes for 24 hours.Critical Failure You break the target's jaw. As failure, and the creature can't make Strikes using its mouth for 1 minute. At the end of its turn, it can attempt a Fortitude save to regain the ability to make Strikes using its mouth.

Extinction Curse #4: Siege of the Dinosaurs, page 75.

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Jax

Item 8

unique ln cursed divine evocation intelligent 

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.

Activate [>>] command; Frequency once per day; Effect Jax casts heroism on you.
Activate [>>] command; Frequency once per day; Effect Jax deems you an unworthy agent of justice. She casts dominate on you (DC 24). If you're chaotic or a worshipper of Muvram, you take a –2 penalty to your Will save, and the result of your save is one degree of success worse than the result you rolled. Jax orders you to fight banditry and protect innocent travelers in the Spellscar Desert, renewing the spell as often as necessary until you cease your lawless ways.

OoA2, page 77.

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Jellyfish Lamp

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.

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Jerkin Of Liberation

Item 17

uncommon abjuration armor invested magical 

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.

Extinction Curse #6: The Apocalypse Prophet, page 74.

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Jezail

Item 1

uncommon concussive fatal aim d12 

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.

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Jiu Huan Dao

Item

uncommon sweep 

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.

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Jolt Coil

Item 3+

electricity evocation magical spellheart 

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.

Activate Cast a Spell; Effect You cast electric arc.

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.

Activate Cast a Spell; Frequency once per day; Effect You cast lightning bolt.

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.

Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level lightning bolt.
Activate Cast a Spell; Frequency once per day; Effect You cast draw the lightning .

Treasure Vault, page 126.

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Jolt Coil

Item 3

electricity evocation magical spellheart 

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.

Activate Cast a Spell; Effect You cast electric arc.
Main Item: Jolt Coil

Treasure Vault, page 126.

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Journeybread

Item 1+

uncommon alchemical consumable 

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.

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Journeybread

Item 1

uncommon alchemical consumable 

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: Journeybread

Treasure Vault, page 49.

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Judgment Thurible

Item 10+

evocation magical spellheart 

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.

Activate Cast a Spell; Effect You cast divine lance.
Activate Cast a Spell; Frequency once per day; Effect You cast divine wrath.

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.

Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level divine wrath.
Activate Cast a Spell; Frequency once per day; Effect You cast divine decree.

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.

Activate Cast a Spell; Frequency once per day; Effect You cast 7th-level divine decree.
Activate Cast a Spell; Frequency once per day; Effect You cast summon deific herald .

Treasure Vault, page 126.

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Jug of Fond Remembrance

Item 4

conjuration magical 

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.

Activate [>] Interact; Frequency once per hour; Effect You take a long swig on the jug and then Recall Knowledge about a creature you can see, with a +2 circumstance bonus to the check. If you fail but don't critically fail this check, you get a success instead. You're then stupefied 1 for 3 rounds.

Treasure Vault, page 115.

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Juggernaut Mutagen

Item 1+

alchemical consumable elixir mutagen polymorph 

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.

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Juggling Club

Item

uncommon agile nonlethal thrown 20 feet 

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.

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Junk Bomb

Item 1+

uncommon alchemical bomb consumable splash 

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.

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Juxtaposition Ammunition

Item 11

uncommon conjuration consumable magical teleportation 

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.

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