60 items, from Lesser Comprehension Elixir to Lesser Potion of Retaliation.
Lesser Comprehension Elixir · Lesser Conduit Shot · Lesser Contagion Metabolizer · Lesser Crackling Bubble Gum · Lesser Cryomister · Lesser Cube of Falutruneth · Lesser Daibiamias's Elixir · Lesser Darkvision Elixir · Lesser Deadweight Mutagen · Lesser Demolition Fulu · Lesser Dragon's Blood Pudding · Lesser Drakeheart Mutagen · Lesser Dread · Lesser Dread Ampoule · Lesser Eagle-Eye Elixir · Lesser Elemental Ammunition · Lesser Elixir of Life · Lesser Emetic Paste · Lesser Energy Mutagen · Lesser Energy Mutagen · Lesser Etheric Essence Disruptor · Lesser Explosive Mine · Lesser Flare Beacon · Lesser Focus Cathartic · Lesser Frost Vial · Lesser Fury Cocktail · Lesser Gearbinder Oil · Lesser Ghost Charge · Lesser Goo Grenade · Lesser Healer's Gel · Lesser Healing Potion · Lesser Healing Vapor · Lesser Impact Foam Chassis · Lesser Implosion Dust · Lesser Insight Coffee · Lesser Juggernaut Mutagen · Lesser Junk Bomb · Lesser Khorotond's Elixir · Lesser Life Shot · Lesser Life-Boosting Oil · Lesser Maestro's Instrument · Lesser Magnetic Shot · Lesser Malleable Mixture · Lesser Material Essence Disruptor · Lesser Metalmist Sphere · Lesser Midday Lantern · Lesser Mirror Goggles · Lesser Mistform Elixir · Lesser Moonlit Spellgun · Lesser Necrotic Bomb · Lesser Numbing Tonic · Lesser Oil of Ownership · Lesser Oil of Unlife · Lesser Ooze Ammunition · Lesser Peshspine Grenade · Lesser Poison Concentrator · Lesser Poison Fizz · Lesser Potion of Disguise · Lesser Potion of Resistance · Lesser Potion of Retaliation
Item 2
Price 7 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This bitter draught opens your mind to the potential of the written word. For 1 minute after drinking this elixir, you can understand any words you read, so long as they are written in a common language. This elixir doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to Decipher Writing.
Main Item: Comprehension ElixirCore Rulebook, page 547.
Item 6
Price 50 gp
Ammunition any
Activate command
Category Consumable
Fine lines of djezet sparkle in conduit shot. When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 3rd level or lower; has an area of a burst, cone, or line; and does not have a duration, the djezet in the ammunition flares in striations of red light, increasing the area of that spell. Add 5 feet to the radius of a burst that has a radius of at least 10 feet or to the length of a cone or line normally 15 feet long or smaller. For a larger cone or line, add 10 feet to the length. These increases are based on the spell's original area, ignoring any increases due to other effects, such as the Widen Spell feat. Increasing a spell's area destroys the ammunition, which otherwise remains active for 1 minute.
Main Item: Conduit ShotTreasure Vault, page 80.
Item 5
Price 30 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn't happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour.
If you're a chirurgeon alchemist and have powerful alchemy, you can substitute your statistics when you create a contagion metabolizer using Quick Alchemy, if your stats are higher. This replaces the counteract level with half your level rounded up and the counteract modifier with your class DC – 10.
The elixir has a counteract level of 3 and a +11 counteract modifier.
Main Item: Contagion MetabolizerTreasure Vault, page 59.
Item 5
Price 30 gp
Usage held in 1 hand; Bulk —
Category Consumable
This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects.
The item bonus is +1, the damage is 4d4, and the DC is 19.
Main Item: Crackling Bubble GumTreasure Vault, page 47.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you've done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a 5-foot burst, making the affected area difficult terrain for 1 minute; , at the GM's discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister's rapidly cooling mist deals 1 cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an Acrobatics check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one creature up to Medium size.
Main Item: CryomisterGuns & Gears, page 68.
Item 20
Usage held in 1 hand
Category Artifact
A Lesser Cube of Falutruneth acts as a cube of force, but the effect lasts until you press the sixth face to Dismiss it, and the activation can be used once per hour. You must first Dismiss any previous activation before you use it again. Additionally, each Lesser Cube of Falutruneth is attuned to a single school of magic. Within 5 feet of the Lesser Cube, all magic from that school is suppressed or impossible to cast, with the effects of a 10th-level antimagic field spell. While there are eight Lesser Cubes of Falutruneth, each of the artifacts is unique, as there's only one Lesser Cube of Falutruneth for each school of magic.
LOIL, page 304.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery.
You gain an item bonus to Perception checks and Perception DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves.
The bonus is +1, and the duration is 1 minute.
Main Item: Daibiamias's ElixirAV1, page 78.
Item 2
Price 6 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for 10 minutes.
Main Item: Darkvision ElixirCore Rulebook, page 547.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around.
Benefit You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. Drawback You gain the encumbered condition and can't remove it while under the effects of the mutagen.
The bonus is +1, and the duration is 1 minute.
Main Item: Deadweight MutagenTreasure Vault, page 59.
Item 3
Price 12 gp
Usage affixed to an object or structure; Bulk —
Category Consumable
A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it's affixed to by an amount equal to the fulu's level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a Stealth DC to detect it and Thievery DC to disable it according to its type.
Sometimes called the moth fulu, good for destroying softer objects; 3d6 bludgeoning damage, DC 17.
Main Item: Demolition FuluTreasure Vault, page 76.
Item 2
Price 5 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with a +6 counteract modifier to remove the slowed condition from a single source, using the source of that condition to determine the counteract level and DC.
Main Item: Dragon's Blood PuddingLOTGB, page 46.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your skin grows tough scales like a drake, your eyesight become sharp and your pupils slitted, and your limbs grow wiry and quick, but your mind and reflexes become slow.
Benefit You gain a +4 item bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and a +1 item bonus to Perception checks for 1 minute or until you use Final Surge, whichever comes first. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus.
You also gain the Final Surge action.
Drawback You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge.
Main Item: Drakeheart MutagenAdvanced Player’s Guide, page 253.
Rune 6
Price 225 gp
Usage etched onto armor
Category Rune
Eerie symbols cover your armor, inspiring terror in your foes. Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their frightened condition doesn't decrease below 1 that turn.
Main Item: DreadLOTGB, page 14.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage.
On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls.
The bomb deals 1d6 mental damage and 1 mental splash damage.
Main Item: Dread AmpouleAdvanced Player’s Guide, page 253.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
After you drink this elixir, you notice subtle visual details. For the next hour, you gain a +1 item bonus to Perception checks, or +2 when attempting to find secret doors and traps.
Main Item: Eagle-eye ElixirCore Rulebook, page 548.
Item 1
Price 3 gp
Ammunition any
Activate Interact
Category Consumable
When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type.
The ammunition deals 1 persistent damage and 1 splash damage.
Main Item: Elemental AmmunitionTreasure Vault, page 42.
Item 5
Price 30 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Elixirs of life accelerate the body's natural healing processes and immune system. Upon drinking this elixir, you regain 3d6+6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.
Main Item: Elixir of LifeCore Rulebook, page 548.
Item 2
Price 5 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within reach, typically on the throat. The paste makes it easy for the sickened creature to purge, granting it an immediate Fortitude save to reduce its sickened condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the sickened condition for 1 hour.
The bonus is +2.
Main Item: Emetic PasteTreasure Vault, page 53.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire.
When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts.
Benefit For 1 minute after consuming the elixir, you gain resistance 5 to the attuned energy type. Whenever you score a hit with a melee weapon, add 1 point of damage of the attuned energy type.
Drawback You gain weakness 5 to the other three energy types.
Main Item: Energy MutagenThe Fall of Plaguestone, page 56.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts.
Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type.
Drawback You gain weakness 5 to the other three energy types.
You gain resistance 5, add 1 damage on a hit with a melee weapon, and the duration is 1 minute.
Main Item: Energy MutagenTreasure Vault, page 60.
Item 3
Price 60 gp
Usage held in 1 hand; Bulk 1
Activate Interact
Category Consumable
An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Voltaic etheric-spirit singers, though without the need for a Voltaic coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active divine or occult spell within 30 feet, with a +7 counteract modifier and counteract level of 2.
Main Item: Etheric Essence DisruptorGuns & Gears, page 68.
Item 1
Price 4 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Consumable
When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use Stealth to Conceal an Object before you Activate the mine. If you don't Conceal the mine, its position is obvious at a glance.
Once activated, the mine is primed to explode when enough pressure is placed on the square where it's located.
Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing 2d6 fire damage to any creatures in a 5-foot emanation with a DC 15 basic Reflex save.
Main Item: Explosive MineGuns & Gears, page 69.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be dazzled until they are no longer adjacent to it.
Main Item: Flare BeaconGuns & Gears, page 69.
Item 2
Price 5 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Focus briefly calms your neurons, helping ease mental effects.
When you drink this elixir, the elixir attempts a counteract check with the listed counteract modifier to remove the confused or stupefied condition from a single source, using the source of that condition to determine the counteract level and DC.
The serum has a +6 counteract modifier.
Main Item: Focus CatharticAdvanced Player’s Guide, page 253.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls.
Main Item: Frost VialCore Rulebook, page 545.
Item 4
Price 15 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages.
Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created.
Reflex saves.
You gain a +2 item bonus to melee attack rolls, and the duration is 10 minutes.
Main Item: Fury CocktailTreasure Vault, page 48.
Item 6
Price 45 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works.
The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, manipulate, or move trait, it must attempt a Fortitude save against a DC determined by the oil's type. A mechanism that's slowed 2 or more by gearbinder oil also can't use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue.
Critical Success The oil becomes inert, and the effect ends.Success The target reduces its slowed condition by 1. If the slowed condition's value is 0, the effect ends.Failure The target increases its slowed condition by 1, to a maximum of slowed 3.Critical Failure The target increases its slowed condition by 2, to a maximum of slowed 3.The DC for saves is 20.
Main Item: Gearbinder OilTreasure Vault, page 54.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed positive damage and splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls.
The bomb deals 1d8 positive damage and 1 positive splash damage, and the target is enfeebled 1 until the start of your next turn.
Main Item: Ghost ChargeAdvanced Player’s Guide, page 253.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes persistent acid damage and a circumstance penalty to its Speeds from the clinging goo. The target can end any penalties, conditions, and persistent damage caused by the bomb by Escaping or spending a total of 3 Interact actions to pry themselves free of the ooze. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well.
The target takes 1d4 acid damage, 1 persistent acid damage, and 1 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The Escape DC is 15.
Main Item: Goo GrenadeLOIL, page 306.
Item 5
Price 25 gp
Usage held in 1 hand; Bulk L
Category Consumable
An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a heal spell grants 5 temporary Hit Points to one target healed by the spell. These temporary Hit Points last for 1 minute.
Main Item: Healer's GelSecrets of Magic, page 168.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain 2d8+5 Hit Points.
Main Item: Healing PotionCore Rulebook, page 563. Reprinted in BB.
Item 4
Price 20 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Consumable
Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery.
When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows.
Each creature regains 1 Hit Point every 2 minutes and gets a +1 bonus.
Main Item: Healing VaporTreasure Vault, page 54.
Item 1
Price 3 gp
Usage worn over armor and clothes; Bulk L
Category Consumable
While you're wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The lesser impact foam decreases the falling damage by up to 20 falling damage, taking damage equal to the amount of falling damage the foam reduced. The foam has 20 Hit Points. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you're surrounded in foam, you are immobilized and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an Escape DC of 15; a creature can also remove it by spending three Interact actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points.
Main Item: Impact Foam ChassisGuns & Gears, page 70.
Item 6
Price 40 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It's effective at weakening water elementals, air elementals, oozes, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size.
Critical Success The dust becomes inert, and the creature returns to its normal size.Success The target increases in size one step, up to its normal size. If it's at its normal size after the increase, the effect ends.Failure The target decreases in size one step, to a minimum of Tiny. The reach of each of its Strikes decreases by 5 feet, to a minimum of 5 feet if the creature is Small or larger, or a minimum of 0 feet if the creature is Tiny.Shrinking also imposes a status penalty to the creature's physical melee damage. This penalty is –2 for every step lower than its normal size the creature is.Critical Failure As failure, but the target decreases in size by two steps.The save DC is 20.
Main Item: Implosion DustTreasure Vault, page 54.
Item 6
Price 40 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation.
For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it (Advanced Player's Guide 58). You also gain an item bonus to checks to Recall Knowledge with a skill determined by the blend chosen when the item is crafted.
The item bonus is +2.
Main Item: Insight CoffeeTreasure Vault, page 49.
Item 1
Price 4 gp
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 +1 item bonus to Fortitude saves and 5 temporary Hit Points for 1 minute. 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.
Main Item: Juggernaut MutagenCore Rulebook, page 548.
Item 1
Price 4 gp
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 lesser junk bomb deals 1d8 slashing damage, 1 persistent bleed damage, and 1 piercing splash damage.
Main Item: Junk BombPFUM.
Item 1
Price 3 gp
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).
Main Item: Khorotond's ElixirCore Rulebook, page 549.
Item 6
Price 50 gp
Ammunition round
Activate Interact
Category Consumable
Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it.
The ammunition restores 3d4+3 Hit Points, and the bonus is +1.
Main Item: Life ShotTreasure Vault, page 43.
Item 3
Price 12 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
When you apply sticky, stinging life-boosting oil, you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not.
The oil grants fast healing 3.
Main Item: Life-Boosting OilTreasure Vault, page 86.
Item 3
Price 60 gp
Usage held in 2 hands; Bulk 1
Category Held
A maestro's instrument can be crafted in the form of any variety of handheld musical instrument. A maestro's instrument grants you a +1 item bonus to Performance checks while playing music with the instrument.
Craft Requirements You must supply a casting of charm of the appropriate level.
Main Item: Maestro's InstrumentCore Rulebook, page 574.
Item 7
Price 60 gp
Ammunition any
Activate envision
Category Consumable
Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot. When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type.
The ammunition grants a +1 circumstance bonus to the attack roll, deals two additional weapon damage dice, and is deadly d8.
Main Item: Magnetic ShotTreasure Vault, page 82.
Item 8
Price 75 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your bones, muscles, and organs become vastly softer and more pliable. You can fit into and through small or narrow spaces as though you were 1 size smaller than your normal size (minimum Small), and you gain a +2 item bonus to your Fortitude and Reflex DCs against attempts to Grapple, Shove, or Trip you. The duration is 1 minute.
Main Item: Malleable MixtureLOTGB, page 19.
Item 3
Price 60 gp
Usage held in 1 hand; Bulk 1
Activate Interact
Category Consumable
A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active arcane or primal spell within 30 feet, with a +7 counteract modifier and counteract level of 2.
Main Item: Material Essence DisruptorGuns & Gears, page 71.
Item 3
Price 11 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Consumable
This sphere contains small fragments of thunderstones within a colloidal suspension of a precious metal. When you twist the sphere, it creates an opaque mist in a 5-foot burst centered on one corner of your space. Creatures within that area are concealed, and all other creatures are concealed to them. Any creature with a weakness to the precious metal that starts its turn in the mist takes damage equal to its weakness. The mist lasts for 1 minute or until dispersed by a strong wind. Most metalmist spheres are filled with silver or cold iron, but more expensive versions containing other ingredients might exist.
Main Item: Metalmist SphereLOPSG, page 39.
Item 6
Price 235 gp
Usage held in 1 hand; Bulk L
Category Held
This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness.
Strength of Thousands #4: Secrets of the Temple-City, page 76.
Item 5
Price 135 gp
Usage worn eyepiece; Bulk —
Category Worn Item
These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws against visual effects.
Treasure Vault, page 147.
Item 4
Price 18 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A faint mist emanates from your skin, making you concealed for 3 rounds. As usual being concealed when your position is still obvious, you can't use this concealment to Hide or Sneak.
Main Item: Mistform ElixirCore Rulebook, page 549.
Item 5
Price 30 gp
Usage held in 1 hand; Bulk L
Category Consumable
Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it's often carried by hunters of werecreatures, vampires, and devils.
You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet.
The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun's damage is treated as silver for the purposes of weaknesses, resistances, and the like.
Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it's also enfeebled 1 for 1 minute.Success The target takes full damage and is dazzled until the start of your next turn.The damage is 3d8 at night, or 3d6 at other times.
Main Item: Moonlit SpellgunTreasure Vault, page 97.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures.
Many types grant an item bonus to attack rolls.
The bomb deals 1d6 negative damage and 1 negative splash damage. On a critical hit, the target is sickened 1.
Main Item: Necrotic BombItem 5
Price 30 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.
You gain 5 temporary Hit Points.
Main Item: Numbing TonicTreasure Vault, page 60.
Item 3
Price 8 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
You can coat objects of 6 Bulk or less with oil of ownership, or "red‑handed oil" as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won't wash off for a length of time that depends on the oil's type.
The stain lasts 24 hours.
Main Item: Oil of OwnershipTreasure Vault, page 86.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Oil
This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or a living creature with negative healing, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points.
You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself.
The oil restores 2d8+5 Hit Points.
Main Item: Oil Of UnlifeAdvanced Player’s Guide, page 258.
Item 2
Price 7 gp
Ammunition any
Activate Interact
Category Consumable
Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. These Escape actions don't need to be consecutive, and other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn.
The ammunition deals 1d4 persistent acid damage and imposes a –5-foot penalty to Speed, and the Escape DC is 16.
Main Item: Ooze AmmunitionTreasure Vault, page 43.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the stupefied condition until the end of its next turn.
Many types of peshpine grenade grant an item bonus to attack rolls.
The bomb deals 1d6 piercing damage and 1 piercing splash damage, and the target is stupefied 1.
Main Item: Peshspine GrenadeItem 5
Price 160 gp
Usage held in 2 hands; Bulk L
Category Held
This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same alchemical poison, creating a single concentrated poison with a +1 item bonus to its DC.
The concentrator combines poisons of level 4 or lower.
Main Item: Poison ConcentratorTreasure Vault, page 64.
Item 8
Price 80 gp
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have resistance to poison and an item bonus to saving throws against poison and being petrified.
The item bonus is +2, the damage is 3d6, and the DC is 24.
Main Item: Poison FizzTreasure Vault, page 50.
Item 5
Price 30 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
Upon imbibing this potion, you take on the appearance of a specific type of creature for 2d12 hours. The type of creature is determined when the potion is created. For example, you might have a potion of elf disguise or potion of frog disguise. Drinking the potion doesn't impart the knowledge of how long the effect lasts; the GM rolls the duration in secret.
The disguise doesn't change your traits or statistics, nor does it give you any of the special abilities of the creature you're imitating. It might affect what items you can hold or wear (for example, your new form might lack opposable thumbs). The potion shrinks you down to a minimum of size Small, or maintains your size if the creature is your size or larger. For example, if you are Medium and drink a potion of fire giant disguise, you'll take on the appearance of a fire giant but remain Medium. The creature has to be of a specific kind, such as "leopard" or "lion" rather than just "cat," or "fire giant" or "ogre" rather than just "giant," but the potion can't cause you to mimic a specific individual creature.
The effects of this potion use the same rules as the Impersonate activity of Deception. Onlookers always assume you're the chosen type of creature unless they're actively Seeking. You gain a +4 status bonus to your Deception DC against such Perception checks and add your level even if untrained.
Craft Requirements Initial raw materials must include a bit of blood, hair, or flesh of the creature the potion will allow the drinker to imitate.
Main Item: Potion Of DisguiseAdvanced Player’s Guide, page 258.
Item 6
Price 45 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
Drinking this thick, fortifying potion grants resistance 5 against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or sonic damage (and is called a lesser potion of fire resistance or the like).
Main Item: Potion of ResistanceCore Rulebook, page 563. Reprinted in BB.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer reminiscent of the energy it contains. For 1 minute after drinking a potion of retaliation, you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike.
The aura deals 1d4 damage.
Main Item: Potion Of RetaliationAdvanced Player’s Guide, page 259.