44 items, from Kaedom to Kusarigama.
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
Item
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.
Item 13
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.
Item
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.
Item
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.
Item
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.
Item
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.
Item
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.
Rune 13
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.
Item 6
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 PowderGuns & Gears, page 169.
Item 9
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.
Dark Archive, page 165.
Item 3
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.
Item
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.
Item 16
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.
Item
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.
Item 1+
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.
Item 20
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.
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.
Item 11
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.
Craft Requirements You are a monk with divine ki spells.
Treasure Vault, page 150.
Rune 3
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.
Item 11
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.
Treasure Vault, page 195.
Item 18
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.
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.
Item
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.
Item 9+
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.
Item 9
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 HalflingkindCore Rulebook, page 612.
Item 13
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.
LOKL, page 90.
Item 5
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.
Item
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.
Item 3
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.
Item 7
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.
Item
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.
Item 6
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.
Item 8
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.
Item 18
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.
Item 19
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.
Kraken's Ink Wares.
LOTGB, page 38.
Item
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.
Item 5+
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.
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.
Item 5
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.
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.
Strength of Thousands #1: Kindled Magic, page 75.
Item 5+
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.
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.
Item 5
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.
Treasure Vault, page 155.
Item 3
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.
Beginner Box, page 55.
Item 3+
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.
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.
Item 3
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.
Core Rulebook, page 617.
Item
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.
Item
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.