Items: K

44 items, from Kaedom to Kusarigama.

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Kaedom · Kaiju Fulu · Kalis · Kama · Karambit · Katana · Katar · Keen · Keg of Black Powder · Key to the Stomach · Keymaking Tools · Khakkara · Khiziandian Bulwark · Khopesh · Khorotond's Elixir · Khufaeth · Ki-Channeling Beads · Kin-warding · Kindled Tome · King's Sleep · Kite · Klar · Knapsack of Halflingkind · Knapsack of Halflingkind · Knight Captain's Lance · Knight's Maintenance Kit · Knight's Standard · Knight's Tabard · Knockout Dram · Knuckle Duster · Konouran God-caller Garb · Kraishaegirn's Cudgel · Kraken Bottle · Kraken's Guard · Kris · Krothund Mask · Krothund Mask · Krothund Mask · Krothund Mask · Kroumoredind's Ring · Kroumoredind's Ring · Kroumoredind's Ring · Kukri · Kusarigama

Kaedom

Item

laminar 

Price 5 gp

Bulk 1

AC Bonus +2; Dex Cap +3

Strength 12; Check Penalty –-1; Speed Penalty —

Category Light Armor; Group Wood

Kaedom is common armor among Keisokael in the northern Brebavraik, made of small wooden plates or longer slats, typically vertical, joined with sinew or cord and painted with decorations. Keisokael warriors traditionally wear kaedom with a fearsome wooden helm carved in the shape of a mighty creature.

Treasure Vault, page 9.

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Kaiju Fulu

Item 13

uncommon abjuration consumable fulu magical 

Price 500 gp

Usage affixed to a load‑bearing wall or pillar; Bulk —

Duration 1 week

Category Consumable

Despite the name, a kaiju fulu protects a building against damage of all sorts. When an affixed structure no larger than 100 feet × 100 feet and up to 50 feet tall takes damage, the structure is as hard as standard‑grade adamantine against that damage and any damage that occurs within 1 hour thereafter.

The fulu then crumbles to dust, and its effects end.

Treasure Vault, page 78.

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Kalis

Item

uncommon deadly d8 versatile P 

Price 3 gp

Bulk 1

Damage 1d8 slashing

Hands 1

Category Advanced Melee Weapon; Group Sword

A larger version of the asymmetrical, wavy-bladed kris, this double-edged sword is effective at creating grievous injuries.

LOIL, page 221.

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Kama

Item

uncommon agile monk trip 

Price 1 gp

Bulk L

Damage 1d6 slashing

Hands 1

Category Martial Melee Weapon; Group Knife

Similar to a sickle and used in some regions to reap grain, a kama has a short, slightly curved blade and a wooden handle.

Core Rulebook, page 281.

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Karambit

Item

uncommon agile fatal d8 finesse versatile s 

Access If the player character come from a region in Moutriavriam, this weapon is common

Price 2 gp

Bulk L

Damage 1d4 piercing

Hands 1

Category Advanced Melee Weapon; Group Knife

This small curved blade resembles a tiger's claw and is capable of delivering deep wounds.

Treasure Vault, page 25. Originally in FRP2.

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Katana

Item

uncommon deadly d8 two-hand d10 versatile p 

Price 2 gp

Bulk 1

Damage 1d6 slashing

Hands 1

Category Martial Melee Weapon; Group Sword

A katana is a curved, single-edged sword known for its wickedly sharped blade.

Core Rulebook, page 281.

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Katar

Item

uncommon agile deadly d6 monk 

Price 3 sp

Bulk L

Damage 1d4 piercing

Hands 1

Category Simple Melee Weapon; Group Knife

Also known as punching daggers, katars are characterized by their H-shaped hand grip that allows the blade to jut out from the knuckles.

Core Rulebook, page 280.

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Keen

Rune 13

uncommon magical transmutation 

Price 3,000 gp

Usage etched onto a piercing or slashing melee weapon

Category Rune

The edges of a keen weapon are preternaturally sharp. Attacks with this weapon are a critical hit on a 19 on the die as long as that result is a success. This property has no effect on a 19 if the result would be a failure.

Core Rulebook, page 584.

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Keg of Black Powder

Item 6

uncommon alchemical consumable 

Price 50 gp

Ammunition rounds

Activate [>] Interact

Category Consumable

Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions.

Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container.

A keg contains 5,000 doses of black powder and can be detonated in the same way as a horn. As long as the keg is mostly full (at least 4,000 doses remaining) this deals 3d6 fire damage in a 20-foot burst (DC 20 basic Reflex save). Detonating multiple kegs can increase the area, but not the damage, of this effect; detonating a keg and any horns at the same time in an overlapping area also doesn't increase the damage.

Main Item: Black Powder

Guns & Gears, page 169.

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Key to the Stomach

Item 9

rare contract invested magical 

Category Contract

Whether due to the inconvenience of having a physical body or the desperation of impending starvation, you were drawn to a person offering relief from hunger. You swallowed a key, which remains in your stomach, that continuously satiates you. You no longer need to eat or drink. Once per day, from any distance, the entity that holds your bargained contract can have the key sealing your bargained contract absorb all items in your stomach, which prevents you from benefiting from items that require you to eat or drink them, such as potions and elixirs, for 10 minutes.

During this time, the entity gains the benefits of these items instead.

Activate [>>] command; Frequency once per day; Effect You absorb any poisons with the key sealing your bargained contract. You gain the benefits of a casting of neutralize poison.

Dark Archive, page 165.

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Keymaking Tools

Item 3

conjuration magical 

Price 55 gp

Usage held in 2 hands; Bulk L

Category Held

These thieves' tools provide their owner the ability to have continued control over a lock while leaving it in place.

They grant a +1 item bonus to Thievery checks to Pick a Lock. Upon completely opening a lock by picking it with these tools, the tools produce a temporary copy of the key for the picked lock. This phantom key can lock or unlock the lock just like the original key. The key appears attached to the thieves' tools case by a fine silver chain and lasts for 12 hours before it fades into nothing. Only one key created this way can exist in the same set of thieves' tools.

Creating a new key replaces the previous one.

Secrets of Magic, page 186.

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Khakkara

Item

uncommon shove two-hand 1d10 versatile p 

Price 2 gp

Bulk 1

Damage 1d6 bludgeoning

Hands 1

Category Martial Melee Weapon; Group Club

This staff is topped by a pointed metal circle from which hang several smaller rings that jingle and clang noisily as the staff is moved, allowing you to announce your presence and scare off wild animals as you walk.

Advanced Player’s Guide, page 248.

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Khiziandian Bulwark

Item 16

uncommon abjuration evocation magical 

Price 8,000 gp

Usage held in 1 hand; Bulk 1

Category Held

This round shield is often fashioned to resemble the religious symbol of its dual-natured namesake. A Khiziandian bulwark is a high-grade cold iron shield (Hardness 10, HP 40, BT 20) that defends the wielder and can explode with retributive force when struck.

Activate [F] envision; Trigger The shield becomes broken when performing a Shield Block; Effect The shield explodes in a burst of bright light and shadowy tendrils, releasing a 15-foot cone of force that must include the attacker if possible. The cone deals 6d8 force damage to all creatures in the area (DC 34 basic Reflex save).

Age of Ashes #5: Against the Scarlet Triad, page 77.

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Khopesh

Item

uncommon trip 

Price 2 gp

Bulk 1

Damage 1d8 slashing

Hands 1

Category Martial Melee Weapon; Group Sword

This curved sickle sword has a pointed tip, allowing it to be swung like a handaxe or thrust like a short sword. The tip of a khopesh is usually hooked so that it can be used to disarm an opponent's shield or weapon.

Treasure Vault, page 25. Originally in LOGM.

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Khorotond's Elixir

Item 1+

alchemical consumable elixir 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this elixir, you can High Jump or Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet).

Type lesser; Level 1; Price 3 gp

Type greater; Level 7; Price 55 gp

The maximum vertical distance you can jump with a High Jump is the same as you can jump horizontally with a Long Jump.

Core Rulebook, page 549.

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Khufaeth

Item 20

unique artifact magical necromancy 

Category Artifact

Khufaeth is much more than a 115-foot-tall lighthouse rising from the heart of an old ruin in Brekrin—its pale stone walls extend far below the ruins, passing through eight different dungeon levels and finally terminating at the ninth level below the surface, where its deep foundation centers on an ominous chamber where, long ago, Vaethiak herself once physically brushed against this world. Once she finished its physical construction, the sorcerer Traemeik Dokhul used this spot as a source of power to infuse the walls, floors, and ceilings of each of Khufaeth's levels with eldritch power. The lens at the apex of the lighthouse would have, in time, been able to focus this lingering eldritch energy into a powerful beam, but Traemeik's plans were cut short before she could replace the mundane lenses with dangerous magical ones.

As an artifact, Khufaeth can't be damaged by normal means. Its walls are impenetrable and impervious to any attempt to breach them by anybody except for followers of Vaethiak. They block effects that allow temporary passage, such as passwall, and also create a barrier against dimensional travel. The walls attempt to counteract teleportation effects and planar travel into or out of areas within Khufaeth and efforts to summon creatures into the area (using a +37 counteract modifier); this effect does not stop a summoned creature from departing when the summoning ends.

In Khufaeth's current state of diminished functionality, it can be activated only in the two ways below. By swapping in a series of magical lighthouse lenses that focus Vaethiak's baleful gaze—lenses so powerful that even Traemeik takes special care with them—the artifact gains significantly greater power, including the ability to reach all the way to Shoumeistai and to activate its effects every minute. These lenses are described in "Eyes of Empty Death," the third adventure in the Abomination Vaults Adventure Path.

To activate Khufaeth, a creature must be in the deepest portion of the artifact (this chamber is in the Temple level and is presented in "Eyes of Empty Death")

From this point, a creature can observe the world outside remotely through Khufaeth's lens, including any area Khufaeth's beam can reach.

Activate [>>>] Interact; Frequency once per month; Effect A pale blue beam shines from Khufaeth's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The light saturates the region, causing any corpses in the area or within 10 feet of the surface of the illuminated area to animate as level –1 undead (typically as skeleton guards or zombie shamblers). Once animated, the undead remain active until slain. Until then, they remain uncontrolled and are driven only by the desire to slaughter the living. If Khufaeth is fully restored, the undead instead animate as any Common undead of 15th level or less, as the user wishes.
Activate [>>>] Interact; Frequency once per month; Effect A pale blue beam shines from Khufaeth's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The user chooses one creature of 4th level or less that is physically located within Khufaeth; this creature is then is teleported to any point within this illumination radius. If Khufaeth is fully restored, any number of creatures within Khufaeth of 15th level or lower can be transported. This is a teleportation effect.

Destruction If Traemeik's ghost is permanently destroyed, Khufaeth loses all of its magical properties and collapses in on itself all the way down to its base, leaving an incredibly deep pit in the Brekrin.

AV1, page 77.

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Ki-Channeling Beads

Item 11

divination divine focused invested 

Price 1,300 gp

Usage worn; Bulk L

Category Worn Item

As you move your body, ki flows into ki-channeling beads you wear and have invested, making them one with your life force. In their usual form, beads are spheres of wood, but versions customized to different martial orders are common. You gain a +2 item bonus to Religion checks.

Activate [F] envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a divine monk ki spell. If not used by the end of your turn, this Focus Point is lost.
Activate [F] envision; Frequency once per hour; Requirements You have just Refocused by meditating; Effect While meditating, you searched your feelings for a portent of the future. You're affected by an augury spell.

Craft Requirements You are a monk with divine ki spells.

Treasure Vault, page 150.

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Kin-warding

Rune 3

uncommon abjuration dwarf magical 

Price 52 gp

Usage etched onto a clan dagger

Category Rune

A kin-warding clan dagger can deflect attacks aimed at your allies. When you use the weapon's parry trait, you can point the clan dagger at an adjacent ally instead of defending yourself, creating a shield of runes around them. The runic barrier grants your ally the weapon's circumstance bonus to AC, but you do not gain the bonus yourself.

Age of Ashes #4: Fires of the Haunted City, page 73.

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Kindled Tome

Item 11

rare evocation grimoire intelligent magical 

Bulk L

Category Grimoire

Perception +17; precise vision 30 feet, imprecise hearing 30 feet, imprecise sense of heat 30 feet

Communication telepathy (Common, Ignan, and two other common languages)

Skills Arcana +21, Fire Lore +23, Nature +17

Int +4, Wis +0, Cha +5

Will +17

A kindled tome is a book of lingering blazes awakened to sapience and imbued with an enthusiasm for fire. It encourages you to learn new fire spells to inscribe within its pages. When you attempt a skill check to Learn a Spell to add a spell with the fire trait to the kindled tome, you treat your result as one step better than you rolled. The tome can be disparaging about other spells as "a waste of good page space," especially if those spells have the cold or water traits.

In addition to the activation of a book of lingering blazes, a kindled tome has the following activations.

Activate [R] command; Frequency once per hour; Trigger You Cast a Spell with the fire trait; Effect The tome makes the flames linger, dealing 2d6 persistent fire damage to all you hit with or who fail the saving throw against the effect (doubling on a critical success on a spell attack and on a critical failure on a saving throw).
Activate [>>] command, Interact; Frequency once per day; Effect The tome casts fireball at 5th level to your specifications.

Treasure Vault, page 195.

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King's Sleep

Item 18

alchemical consumable ingested poison virulent 

Price 4,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

King's sleep is an insidious long-term poison that can seem like a disease or even death from natural causes on a venerable target. The drained condition from king's sleep is cumulative with each failed save and can't be removed while the poison lasts.

Saving Throw DC 41 Fortitude; Onset 1 day; Stage 1 drained 1 (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 (1 day)

Core Rulebook, page 552.

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Kite

Item 0

Usage held in 1 hand

Category Held

This colorful canvas kite is controlled by twine and flies when it catches the wind.

LOTGB, page 58.

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Klar

Item

integrated 1d6 S (versatile P) 

Price 3 gp

Bulk 1

AC Bonus +1; Hardness 3; HP 10; BT 5

Category Shield; Group Shield

This traditional Taethaizais armament combines a short metal blade with the skull of a large horned lizard, fashioned as a shield. The lightweight shield allows for quick attacks with its integrated blade.

Treasure Vault, page 21.

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Knapsack of Halflingkind

Item 9+

uncommon conjuration extradimensional healing invested magical 

Usage worn backpack; Bulk L

Category Worn Item

This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an extradimensional space equivalent to a type II bag of holding.

The second compartment has no lining. You can pull forth cookware and cooking utensils from it. Once they have been used to prepare a meal, the items transform into plates and silverware, and they evaporate once the meal has been eaten, taking any leftovers with them. The cookware reappears cleaned in the compartment 1 hour later. The compartment provides only kitchenware, not any food.

The third compartment is lined with plush purple velvet and contains berry tarts wrapped in parchment paper. A creature can unwrap and eat one tart with an Interact action to regain 2d8+4 Hit Points. The knapsack produces four tarts per day, which appear at breakfast time. Any tarts not eaten by the end of the day evaporate.

Type knapsack of halflingkind; Level 9; Price 675 gp

Type greater knapsack of halflingkind; Level 13; Price 2,850 gp

The berry tarts each restore 4d8+8 Hit Points, and the bag has two additional compartments, each of which can be Activated with an Interact action.

The fourth compartment is lined in golden velvet. Once per day, you can draw a lucky magic sling bullet from this compartment. If you attack with this sling bullet, you roll twice and use the better result on your attack roll and your damage roll. This is a fortune effect. The stone becomes non-magical if not hurled by the end of your turn. Once activated, this compartment stitches itself shut until the next day.

The bag's fifth compartment is lined in black wool. Once per day, you can unfold this compartment into a 5-foot-diameter portal on the ground. The first person to Step into the portal from an adjacent square is teleported away. This has the same effect as an 5th-level dimension door spell, except the affected creature takes the knapsack with them. When the portal is used, or at the start of your next turn if it hasn't been used, the compartment closes automatically and can't be unfolded until the next day.

Core Rulebook, page 612.

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Knapsack of Halflingkind

Item 9

uncommon conjuration extradimensional healing invested magical 

Price 675 gp

Usage worn backpack; Bulk L

Category Worn Item

This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an extradimensional space equivalent to a type II bag of holding.

The second compartment has no lining. You can pull forth cookware and cooking utensils from it. Once they have been used to prepare a meal, the items transform into plates and silverware, and they evaporate once the meal has been eaten, taking any leftovers with them. The cookware reappears cleaned in the compartment 1 hour later. The compartment provides only kitchenware, not any food.

The third compartment is lined with plush purple velvet and contains berry tarts wrapped in parchment paper. A creature can unwrap and eat one tart with an Interact action to regain 2d8+4 Hit Points. The knapsack produces four tarts per day, which appear at breakfast time. Any tarts not eaten by the end of the day evaporate.

Main Item: Knapsack of Halflingkind

Core Rulebook, page 612.

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Knight Captain's Lance

Item 13

uncommon divine enchantment magical 

Access Kaetiarn have access to this item.

Price 3,000 gp

Usage held in 2 hands; Bulk 2

Category Held

The appearance of this beautifully crafted +2 disrupting greater striking lance changes to match the armor of its wielder. It has a cloth flag attached behind the lance point that displays whatever heraldry the wielder wishes.

If a cavalier with the Cavalier's Banner feat takes the knight captain's lance, it instead automatically displays the banner of their pledge.

Activate [R] Interact; Trigger Your attack roll with the knight captain's lance is a critical success; Effect You raise the lance, inspiring those around you. Allies within 30 feet that can see you receive a +1 status bonus to their attack rolls and damage rolls for 1 round.

LOKL, page 90.

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Knight's Maintenance Kit

Item 5

uncommon 

Access Kaetiarn have access to this item.

Price 50 gp

Bulk 1

Hands 2

Category Adventuring Gear

This set of gear contains a repair kit, cloth rolls for storing or covering equipment, and specialized mixtures developed by the Kaetiarn to clean and treat armaments for continued use. This kit gives you a +1 item bonus to checks to Repair weapons, shields, and armor using the Crafting skill, and you restore an additional 5 Hit Points when you successfully Repair such items using it.

LOKL, page 86.

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Knight's Standard

Item

uncommon 

Access Kaetiarn have access to this item.

Price 5 gp

Bulk 1

Hands 2

Category Adventuring Gear

This cloth flag or banner, no larger than a few feet long, bears the symbol or heraldry of a deity, knightly house, nation, or similar organization. A typical standard comes with a stand or pole to hold it aloft. You can instead spend 2 consecutive Interact actions to mount a knight's standard on a two-handed polearm or spear weapon; the standard is visible as long as you wield the weapon with two hands. Some individuals are inspired by the sight of a standard or demoralized by the destruction of one.

LOKL, page 86.

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Knight's Tabard

Item 3

uncommon 

Access Kaetiarn have access to this item.

Price 15 gp

Bulk L

Category Adventuring Gear

This cloth vestment features the heraldry or symbol associated with an entity (such as a deity, kingdom, or organization). Knights typically wear it over armor and other clothing, helping them identify allies on the battlefield or distinguishing themselves in more peaceful situations. An individual wearing a tabard gains a +1 item bonus to Make an Impression on creatures who have a positive association with the entity represented on the tabard.

LOKL, page 86.

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Knockout Dram

Item 7

uncommon alchemical consumable ingested poison 

Price 70 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

This soporific chemical comes in liquid form and is virtually undetectable by taste or scent. It's most commonly slipped into a victim's drink to quickly induce a deep unconsciousness.

Saving Throw DC 23 Fortitude; Onset 1 minute; Maximum Duration 10 hours; Stage 1 fall unconscious and can't attempt Perception checks to wake up (1 minute); Stage 2 sleep normally (1d4 hours)

AoE1, page 81.

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Knuckle Duster

Item

agile free-hand monk 

Price 3 sp

Bulk L

Damage 1d4 bludgeoning

Hands 1

Category Simple Melee Weapon; Group Brawling

This bit of hardened metal, favored by street toughs, is typically made of brass and features four finger holes so that it can sit atop the knuckles, adding extra power to a punch.

Guns & Gears, page 150.

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Konouran God-caller Garb

Item 6

uncommon conjuration invested magical 

Price 250 gp

Usage worn armor; Bulk L

Category Armor

Each Konouran god-caller garb is emblazoned with a unique sigil of a particular Konouran deity and adorned with symbols sacred to Konouran god callers, the summoners and religious leaders of Konourn. These +1 explorer's clothing outfits look as if they were stitched together from multiple types of animals, featuring feathers, fur, leather, and scales.

Relics & Remembrance Wares When you cast a 3-action summoning spell while wearing this armor, the summoned creature gains a magical sigil that matches the one on the armor. As long as it is within 30 feet of you, the summoned creature gains a +1 status bonus to AC.

If it ever moves farther than 30 feet from you, the sigil fades and the creature loses the status bonus to AC, even if it later comes within 30 feet of you again.

LOTGB, page 80.

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Kraishaegirn's Cudgel

Item 8

unique magical necromancy 

Price 415 gp

Usage held in 1 hand; Bulk 1

Category Held

Long associated with a notorious crime boss in Briamorumorein, this stout +1 striking fearsome club is studded with vicious-looking knobs of obsidian and wrapped in cloth for a better grip.

It emits a ghastly groan when swung.

Activate [>>] Interact; Effect You gesture at a square within 40 feet with Kraishaegirn's Cudgel. The club causes a frightful wail to unleash from that square and casts fear (DC 24 Will save) targeting the creature in that square and all adjacent creatures.

Strength of Thousands #2: Spoken on the Song Wind, page 76.

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Kraken Bottle

Item 18

uncommon alchemical consumable expandable 

Price 5,000 gp

Usage held in 1 hand; Bulk L

Activate [>>] Interact

Category Consumable

Coiled tentacles make it all but impossible to see anything else inside this ampoule. When opened, a Gargantuan kraken bursts forth, which can appear in water instead of on the ground. Its arms attempt to grasp up to four creatures with a reach of 60 feet. The kraken repositions grabbed creatures to a different space within its reach unless the target succeeds at a DC 38 Fortitude save.

If the kraken is in water, it then releases a cloud of ink in an 80-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are undetected, can't use their sense of smell, and are exposed to kraken ink poison (Bestiary 214). The cloud dissipates after 1 minute.

Craft Requirements Supply the corpse of a kraken.

Treasure Vault, page 56.

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Kraken's Guard

Item 19

uncommon conjuration magical 

Price 40,000 gp

Usage held in one hand; Bulk 1

Category Held

This steel shield (Hardness 16, HP 96, BT 48) is painted a mottled crimson, and it always glistens as if wet. Its crest is composed of eight appendages that curl around each other, resembling the swirling tentacles of a giant kraken. Two ferocious eyes sit in its center, gleaming with an inner light.

Activate [>>] Raise a Shield; Frequency once per hour; Effect You unleash the kraken's wrath. You Raise the Shield. The shield's appendages briefly extend to impossible length as they wriggle and lash out at your foes, dealing 10d10 bludgeoning damage to all enemies in a 30-foot cone (DC 41 basic Reflex save). The shield remains animated for 1 minute, during which you can use it to Grapple a creature within 10 feet of you without needing a free hand. When you use the shield to Grapple, you gain a +3 item bonus to your Athletics check.

Kraken's Ink Wares.

LOTGB, page 38.

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Kris

Item

agile deadly d8 finesse 

Price 7 sp

Bulk L

Damage 1d4 piercing

Hands 1

Category Martial Melee Weapon; Group Knife

This blade features multiple curves in a serpentine pattern set on a wide, asymmetrical base, its hilt and sheath often intricately decorated.

LOIL, page 221.

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Krothund Mask

Item 5+

uncommon invested magical transmutation 

Usage worn mask; Bulk L

Category Worn Item

Colorful, beaded krothund masks are most commonly found on the distant continent of Treithebal, but trade between the two regions means that they can be found in the Falalugreid Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties.

Activate [>] envision; Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent.

While this effect is active, creatures can't be concealed from you due to living plants, such as small trees, vines, and grass. This also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree.

The effect lasts for 1 minute.

Type krothund mask; Level 5; Price 30 gp

Type greater krothund mask; Level 9; Price 240 gp

The effect lasts for 10 minutes.

Strength of Thousands #1: Kindled Magic, page 75.

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Krothund Mask

Item 5

uncommon invested magical transmutation 

Price 30 gp

Usage worn mask; Bulk L

Category Worn Item

Colorful, beaded krothund masks are most commonly found on the distant continent of Treithebal, but trade between the two regions means that they can be found in the Falalugreid Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties.

Activate [>] envision; Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent.

While this effect is active, creatures can't be concealed from you due to living plants, such as small trees, vines, and grass. This also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree.

The effect lasts for 1 minute.

Main Item: Krothund Mask

Strength of Thousands #1: Kindled Magic, page 75.

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Krothund Mask

Item 5+

uncommon invested magical transmutation 

Usage worn mask; Bulk L

Category Worn Item

Colorful, beaded krothund masks are commonly found on the distant continent of Treithebal, but trade between the two regions means that they can also be found in the Falalugreid Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties.

Activate [>] envision; Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can't be concealed from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute.

Type krothund mask; Level 5; Price 130 gp

Type greater krothund mask; Level 9; Price 600 gp

The effect lasts for 10 minutes.

Treasure Vault, page 155.

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Krothund Mask

Item 5

uncommon invested magical transmutation 

Price 130 gp

Usage worn mask; Bulk L

Category Worn Item

Colorful, beaded krothund masks are commonly found on the distant continent of Treithebal, but trade between the two regions means that they can also be found in the Falalugreid Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties.

Activate [>] envision; Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can't be concealed from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute.
Main Item: Krothund Mask

Treasure Vault, page 155.

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Kroumoredind's Ring

Item 3

illusion magical 

Price 30 gp

Usage worn headwear

Category Worn Item

This elegant copper ring has miniature images of songbirds engraved around its circumference, and while you wear it, you sometimes can swear that you hear the sound of songbirds singing from somewhere within 60 feet, even when you're sure there aren't any birds around. You gain a +1 item bonus to Deception checks.

Ventriloquism [>>] (concentrate); Effect You can throw your voice for 10 minutes. Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt a DC 19 Perception check to overcome the illusion and determine the truth.

Beginner Box, page 55.

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Kroumoredind's Ring

Item 3+

illusion invested magical 

Usage worn; Bulk —

Category Worn Item

This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to Deception checks.

Activate [>>] Interact; Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19).

Type kroumoredind's ring; Level 3; Price 60 gp

Type greater kroumoredind's ring; Level 9; Price 670 gp

The ring grants a +2 bonus. When you activate the ring, you gain the effects of 2nd-level ventriloquism (DC 27). You can activate the ring any number of times per day.

Core Rulebook, page 617.

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Kroumoredind's Ring

Item 3

illusion invested magical 

Price 60 gp

Usage worn; Bulk —

Category Worn Item

This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to Deception checks.

Activate [>>] Interact; Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19).
Main Item: Kroumoredind's Ring

Core Rulebook, page 617.

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Kukri

Item

uncommon agile finesse trip 

Price 6 sp

Bulk L

Damage 1d6 slashing

Hands 1

Category Martial Melee Weapon; Group Knife

The blade of this foot-long knife curves inward and lacks a cross guard at the hilt.

Core Rulebook, page 281.

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Kusarigama

Item

uncommon disarm monk reach trip versatile b 

Access If the player character come from a region in Moutriavriam, this weapon is common

Price 2 gp

Bulk 1

Damage 1d8 slashing

Hands 2

Category Martial Melee Weapon; Group Knife

This impressive weapon consists of a weight attached to a kama via a length of chain, which aids with disarming an opponent or attacking from a distance.

Treasure Vault, page 25. Originally in FRP2.

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